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2 


AH Philosophy Part 110 


'A" ^ The AVALON HILL 

OEUERAL 

tne Avalon Hill Game Comparvy's GENERAL ts dedicated 
\fj tnepreiaflnTat!Dn of a ut hearnative articles on lhe strategy, 
tsetics. and variation of our gam as O'! skill Historical articles 
jus irtduded only insomuch as they provide useful back¬ 
ground information on current AH titles. The GENERAL is 
i>ubiisngcf bv The Avalon Hill Game Company solely for the 
Cultural education of the serious game aficionado, in rhe 
hopas of improving the game owner's proficiency of play 
and providing services not olherwise available to the game 
pc'r The Avalon Hill Game Company is a division of 
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Copyright 1985 


ft has been a while since the designers/ 
developers here at The Avalon Hill Game Com¬ 
pany let the readership peer over their shoulders, 
so I pestered them until they finally jotted down 
some random thoughts on works in progress. All 
are involved in original design at this point in time, 
so it may be some time before the following 
games actually appear. However, as an appetizer, 
here's a glance at the menu for next year. 

Looking back at the bit of puffery I pounded out 
last year (VoL 21, No. U I found to my horror that 
I couldn't just copy it verbatim as two of the four 
projects I FIREPOWER and 'Thunder in the 
East' —since retitled RUSSIAN FRONT) had 


RETURN TO THE FRONT 

A Look at the Scenarios 


SERIES REPLAY 

BANZAI „ Scenario R 


PACIFIC DREAMS 

Considerations for FLAT TOP 


TORPEDO JUNCTION 

New Pacific Scenarios for SUBMARINE 


THE QUALITY POINT SYSTEM 

The Last Word in Game Popularity 


T.K.O. IN TWO 

An American Strategy for VITP 


THE AIRPOWER SYSTEM 

Understanding Land-Based Air Assets 


actually been published. The other two projects 
mentioned are still in the works for "up in the air" 
depending on your point of view). To them have 
beenaddeda few other projects to keep me from 
sleeping nights: 

STURMOVIK* the final gamette of the AIR 
FORCE series, should be out by the end of 1985. 
The biggest obstacle here is just clearing the in¬ 
credible amount of Art Department time that is 
required to finish 60 of those multi-colored Data 
Cards* 


13 

By J. Burnett, R, Whaley, R. Martin 


25 

By Fred Helfferich 


31 

By Robert Harmon 


33 

By Dan Ryan 


35 

By Philip Hanson & Bob Schroeder 


39 

By James Werbaneth 
























3 




mFRONT 



On 22 June 1941 the Blitzkrieg was unleashed on the Soviet 
Union, Initial operations engulfed the entire front, and by late 
in the year the German forces had overrun the Ukraine and were 
at the gates of Moscow and Leningrad, The onset of severe 
winter weather and Soviet counterattacks and defensive 
measures finally halted these drives and even regained some 
ground. But the year 1942 saw a renewed Axis offensive drive 
all the way to Stalingrad, only to be surrounded and destroyed 
there by another Soviet winter counteroffensive In 1943 the 
weakened German forces were repulsed at Kursk and suffered 
the onset of the "Russian Steam roller" offensives that, during 
the next ye ana nd-a-half, drove the Axis forces from the soil of 
Mother Russia. 

RUSSIAN FRONT is the new Avalon Hill Game Company 
release that re-creates the ebb and flow to the largest, longest 
and most costly military campaign of World War 11 The game 
covers the entire vast theater of operations and the massive 
forces employed by the Soviet Union and by Nazi Germany and 
her allies. The four-page Basic Rules allow players to quickly start 
playing the game and mastering the unique system, The Ad¬ 
vanced and Optional rules then allow skilled players to choose 
the levels of complexity and detail they prefer. 


RUSSIAN FRONT is available now for $23,00 from The Avalon 
Hill Game Company, 4517 Harford Road, Baltimore, Maryland 
21214. Please add 10% for shipping and handling to payment 
(20% for Canadian orders or 30% for overseas orders), Maryland 
residents please add 5% state sales tax. 


Alternate Scenarios: Games can be played that start in June 
1942, or in 1943. 

Unique Combat System: Combat occurs within a hex. units take 
incremental losses, and battles can require more than one round 
for resolution. 


Land, Air and Sea: Units are included for and battles occur in 
all combat environments. 


Blitzkrieg: Armor units may break through defensive fronts to 
drive deep into enemy territory. 

Variable Endings: End any scenario at the conclusion of a six- 
month period or continue to the end of the war using one simple 
set of victory conditions for all regardless of length. 


m [#]* 

7 5 G 
































4 



Russian Infantry squads at task revealed German positions. Strategic and Tactical Maps are shown FULL SHE, 



It was quiet under the blistering Russian sun except for the rumble of gunfire off through the hills. Through 
his binoculars, the Soviet lieutenant could see the road leading into the dacha. The hedge blocked his view of 
most of the ground, and nothing could be seen moving among the second story windows. His orders were to 
take his squads and three 134 /76 tanks in and occupy the abandoned country house. 


From the wheatfields of Russia to the hedgerows of northern 
France, this Is the world of Under Fire, the game of tactical 
World War n combat. Commanding an array of armor, infantry 
and support guns, take your men Into the razors edge of 
combat. 

The lieutenant stood up and waved his arm in a circle. 
Around him arose fifty men who deployed in a line. Silently, 
they passed through the cool woods toward the hedge, their 
eyes scanning the windows, their fingers calmly resting on 
the trigger guards of their rifles. 

Men and weapons from the United States, Germany and the 
Soviet Union are represented. The map Is a topographic re¬ 
creation of the ground they fought over, shown in three dif¬ 
ferent scales. Choose the situational map for the strategic flow 
of battle, or the tactical screen that shows the terrain In 
amazing detail. 

They were 30 meters from the hedge when the land exploded 
In smoke and flame. A machine-gun nest spoke from a window, 
sending the patrol to the earth. The hissing rocket from a 
pauserfaust caused one of the tanks to explode. Its crew bail¬ 
ing out of ail hatches. Two Panther tanks moved out from 
under their cover. The lieutenant ran forward In a crouch, 
waving to the squads that were not pinned under fire to follow. 


Front line combat Is never predictable. Hidden units can 
appear out of nowhere, attack and vanish again. If caught In 
the open, a green squad can break and suffer horrendous 
casualties, while veterans rush for cover. In Under lire, squads 
are rated for morale and training. The computer handles all 
line-of-sight problems, and can direct the fire of your units 
If you wish. Without the complexities of figuring odds and 
terrain charts, finding the proper strategy depends upon 
instinct and experience. AH of the uncertainties of combat are 
present. 

The lieutenant and his patrol moved swiftly and methodi¬ 
cally through the woods. One of the T34 r § entered the yard and 
was trading shots with the Panther, A German squad was 
suddenly flushed from their hidden position and was cut down 
by the tank’s machine gun. 

Under Fire, lets you begin play immediately! All orders are 
entered using simple keyboard or Joystick commands, and 
there is a helpful tutorial in the rulebook to take you step-by- 
step into your first battle. 

The nine scenarios range from open-field firef ights to house- 
to-house conflict. Each scenario can be different when you 
change the ten variables, including nationality, skill level and 
victory conditions. 


Computer Requirements: 

Apple® II family of computers (H+ T lie, or He). 64K. 
One disk drive. 

Joystick required for II-K optional for He and He. 
Mocklngboard™ optional. 

TIME SCALE: varies. 

MAP SCALE: From 13 meters /position to 73 meters. 
UNIT SCALE: infantry squad, individual tanks, guns. 
PLAYERS: One or two; recommended for team play. 
PLAYING TIME: From 10 minutes for a two-squad 
battle to five hours for ZZ -squad flrefight. 
COMPLEXITY: High. 

SOLITAIRE SUITABILTY: Very high. 

Under Fire Js The Avalon Hill Game Company's trademark for its 
Microcomputer Game of World War n Infantry Combat 


A Wargame Construction Setl 

Design your own maps and scenarios. It’s easy with Under Mrs. The 
Mapmaker disk can recreate the bocage of Normandy, the Russian 
steppes and the final assault on Berlin! Design the order of battle to 
emphasize infantry, armor or a mixture of the two. Choose among 
other factors, the weather, map scale, general orders and victory con¬ 
ditions. Order a squad to attack or defend terrain, destroy the enemy, 
delay the advance or break out of the pocket. Finally, save your own 
scenarios to disk and they'll be ready to play anytime (the computer 
is alwaye willing to play). 

Kerens what you get; 

* Three disks: containing the game, a roster of German, Russian 
and American infantry and tanks, and nine scenarios. The Mapmaker 
disk helps you create maps for your own scenarios. 

* An extensive rulebook, containing all the rules, tactical notes, 
a tutorial to start you on your first scenario right away, and an Index 
of screen commands. 



microcomputer gomes division 

The Avalon Hill Game Company 

4517 HARFORD ROAD, BALTIMORE, MD 21214 
(301) 254-9200 


$ 59.95 

For ordering Information, call 
TOLL FREE 1-800-638-9292 


♦Trademark of Apple Computers. 




















































s 



PT:45 


KIA:S 


mm 


#23 PVT YUMANA CCV:4/4 

Grenade Launcher: [*4-6J 


#3 PFCYOBUBA CCV:6/4 

L ight Ma c hinegun: X5-6 


RETURN TO THE FRONT 

A Look at the Scenarios of UP FRONT and BANZAI 

By James Burnett and Ron Whaley 


BANZAI is the first expansion gamette in the VP 
FRONT system. The addition of more nationalities 
to the system is accompanied by a larger variety of 
scenarios. The following article is intended to build 
upon the commentary found in The GENERAL (Vol. 
21, No. 1) a year ago. First we will consider the 
added nationalities and rules. 

JAPANESE 

As Don Greenwood said in an earlier article in 
these pages ("Playing Your Cards UpFront"), the 
Japanese are an interesting nationality to play. The 
four-card hand might seem a severe limitation to 
someone who hasn't studied the Japanese in some 
depth, or seen them in action. Actually, that four- 
card hand often plays as if they were five or six. 
One of the reasons is that the Japanese rarely have 
to keep a Cower card in then hand for more than 
one turn. The free discard of such cards takes care 
of this. Secondly, if their only actions consist of 
movement, they may still discard unwanted cards 
in that turn. It's not unusual for the Japanese player 
to use all four cards in his hand in one turn. This 
being the case, he rarely has a card in his hand that 
he doesn't want for any length of time. 

Since the Japanese use the Russian split-action 
cards, they have the best Movement and Conceal¬ 
ment capabilities in the game. They are penalized, 
however, in the areas of Smoke and Rally cards. 

The Japanese squad enjoys high integrity. They 
have the highest morale values of any nationality, 
and the squad itself does not break until the casualty 
toll reaches 75%. That makes them very tough 
opponents with great slaying power. Many times 
they will be able to stay in a game—or even win 
it—because of this fortitude. 

Infiltration is easier for the Japanese than for any 
other nationality and they have higher Close Com¬ 
bat values. Both attributes are very helpful for the 
close-in fighting in which they naturally try to 
involve themselves. 

The rest of the ledger is not as pleasant for the 
Japanese. They must be at relative Range 2 or better 
to mount any significant fire attacks. Their 
opponents, the US and British, can commence fire 
at Range 1. The Japanese will rarely get off the first 
shot. Nor can they expect to enjoy any other ad¬ 
vantages at closer ranges except sheer numbers. The 


lack of a machine pistol cuts down on their Range 
5 firepower. 

Their weaponry is, without a doubt, the worst in 
the system. As depicted, the rifles have poor range 
and are slightly harder to repair. The Medium 
Machine Gun, Grenade Launcher, and Anti-Tank 
Rifle have worse To Hit and firepower numbers than 
their equivalents in other nationalities. The MMG 
and ATR are heavy weapons and require two men 
to move; the ATR is the only one in the system 
which requires a crewman. The Japanese have no 
Semi-Automatic Rifle and their Machine Pistol is 
effectively non-existent. The Guns are less effec¬ 
tive against armor than others. The only weapon 
which approaches respectability is the Light 
Machine Gun. Its firepower is as good as the Brit¬ 
ish and better than the American BAR, it mounts 
a bayonet, and it does not require a crewman. 

The most unique characteristic of the Japanese is 
the Banzai tactic. It confers an automatic rally and 
automatic Close Combat entry on any group with 
a Squad Leader or Assistant Squad Leader, All that 
is required is a single Movement card. These ad¬ 
vantages do not come without grave risks, A Banzai 
attack is committed to Close Combat to the finish. 
While approaching the enemy group, the attackers 
are very vunerable to fire. The attack is, therefore, 
usually decisive in a game. Either the attackers or 
the defenders are completely annihilated, often 
terminating the game. Who will be the eventual 
winner, however, is rarely predictable in these 
circumstances. 

The Banzai tactic is therefore a two-edged sword 
that is not to be casually wielded. Success requires 
a subtle combination of the right situation, timing, 
and luck. Of course, if the game situation is such 
that the Japanese player expects defeat anyway, it 
should be employed. There are other possibilities, 
however. Suppose, for instance, that the Japanese 
have just managed to pin a number of personnel, 
including the SL, in an opposing British group at 
RR5, In his turn, the British player pins some of 
the Japanese with fire from another group, but takes 
no other action. Obviously, the British player has 
no Rally cards and can't draw any because his hand 
capacity is currently reduced to four cards. The 
Japanese player's hand contains a Movement card, 
but no Rally or useable Fire cards. He may also be 


down one card in hand (to three). If a Banzai attack 
is declared, the Japanese rally and can take on the 
pinned group next turn with both hands even at four. 
Obviously, this is a contrived situation which doesn't 
happen in every game; but when it does occur, one 
should recognize the possibilities present. 

In summary, it isn’t difficult to predict what the 
Japanese player will do in most scenarios. His ad¬ 
vantage lies in moving to close the range as quickly 
as possible, and utilizing the infiltration and Close 
Combat capabilities to good effect. He can often do 
this well because of the integrity and high morale 
of the squad. The Japanese will be tough and 
determined opponents if played correctly, and 
should not be taken lightly. 

BRITISH 

The British hand is an amalgam of US and 
German, One card poorer than the US and less flex¬ 
ible than the German since there is no opportunity 
to play and discard; there is, however the advan¬ 
tage of using the split actions of both, giving less 
Cower than the Americans and more Smoke than 
the Germans. The overriding advantage is their 
unique increase in firepower. Being able to use a 
card one higher than the available firepower factors 
is more of an advantage than it seems, especially 
for small groups. The graph in Figure 1 shows this 
as a percent of increase in actual fire effects. The 
graph plots the firepower factors of a group versus 
its increase in expected fire strength. This is derived 
by multiplying the number of useable cards (for 
single card fire only) times the average fire strength 
of those cards and comparing the British fire strength 
with that of all others. Even for normal size groups 
at long range, this represents an almost 50% gain 
and it never drops below 10%, 

In weapon comparison, especially with their main 
foe, the Germans, the British usually come out just 
slightly behind. For the LMG, the British has just 
slightly lesser effect at long ranges but greater at 
short ranges (we are adding in the extra rifle fire 
available because the British LMG does not require 
a crew member, and the extra British firepower ad¬ 
vantage). This is mitigated by the possibility— 
although slight—of the Black RNC Hero card show¬ 
ing up. All in all, an equivalent weapon, since the 
ability to do without a crew is worth more than it 


















6 



FIREPOWER FACTORS 


may seem. The MMG lacks these advantages, how¬ 
ever, but it does have equal firepower across the 
board (due again to the plus one firepower). The 
Mortar and ATR are both less accurate than the 
German, but the Flamethrower is equivalent. 

In anti-tank weapons, the British player also 
comes off second best. The FIAT requires no crew, 
a plus, but has less punch than the Panzerschreck 
and is more likely to break (but easier to repair). 
There is no weapon similar to the Panzerfaust, just f 
as the infantry has no assault rifle. The AT guns 
do have more armor piercing ability than their 
German counterparts (2 lb. only), but no signifi¬ 
cant HE capabilities. 

All in all, the British will require more skill in 
handling than their opponents, but the volume of 
fire they are able to exert should more than make 
up for the other deficiencies if used correctly. 

MARINES 

The Marines added to the US capability in 
BANZAI are essentially the same as the regular US 
forces. The two new leader cards (#42 and #43) are 
the equivalent in morale of #13 and #20; identical 
except they must use bolt action rifles. Smith, 
Watson, and Crain (numbers 6, 10, and 24) receive 
a morale boost to two for being Marines if their 
cards are used, The big difference is the availability 
of three BARs in scenarios N, P, Q , V, W and X— 
greatly enhancing the firepower of US forces. This 
occasionally will be less of a benefit than it may 
seem, since it forces the US player to separate the 
BARs, thus requiring three groups—a disadvantage 
if only two were considered optimal for a game. 
The Marines, then, are no better nor worse per se 
than that regular US army troops, just different. . . 
so adding another dimension to the game. 

JUNGLE 

Jungle terrain is for the most part the friend of 
the defender. The high defense values (conceivably 
with a —3 for Jungle, ^3 Concealed, —2 for 
Smoke and an entrenchment) help both players. But 
any lessened ability to cause casualties is always a 
boon to the defender, who usually wants to get 
through the deck as quickly as possible. For the 
attacker, ease of advance from good terrain and in¬ 
creased chances for infiltration are balanced by the 
inability to refuse Marsh. We would suggest a 
modification to Rule 47.4 in that die play of a Marsh 
on these groups results in an automatic refusal with 
the inherent penalties to the movement status, 

SCENARIOS 

The BANZAI scenarios covered below include all 
those available in the gamette except the Patrol 
—type engagements (A, M and N) covered so 
thoroughly in Vol. 21, No. 1, Each scenario is 
coupled with its counterpart in UP FRONT , Other 
scenarios not included in either of these categories 
are also covered. 

The following hints and suggestions are based on 
the experiences of our group. As usual, your own 
may have been different. The UP FRONT game 
system places most of its importance on the ability 
to do the best with what is dealt in rapidly chang¬ 
ing circumstances. Knowledge of your opponent's 
characteristics and insight into when to act and when 
to bluff are just as important as tactics. In general, 
success will come to those players best prepared in 
the most areas. Experience is undoubtably the best 
teacher. This said, let us share our experience , , . 

PILLBOX: Scenario C 

This scenario features a charge against a strongly 
prepared position. We have previously proposed in 
these pages (Vol. 21, No, 4) a modification to the 
start which requires the defender to set up first. This 
alleviates a few problems and more accurately 


reflects the normal status of a positional defense. 

Even with the above suggestion, the job for the 
attacker is still tough, but not impossible. Since the 
probable defense set-up is a small group in "A", 
the Pillbox in <4 B” (possibly containing the MMG) 
and a large group in ”C”, the attacker has two 
choices. The Pillbox can be assaulted directly or 
the squad can be broken with an attack on "C'\ 
If the MMG is in the Pillbox, it is perhaps best to 
go for the break of the squad with a flanking attack 
on “C # \ If t4 C M seems to have the MMG and other 
superior firepower, an attack against the Pillbox 
through "A" is a viable alternative. In any case, 
you definitely need a fire group and an assault 
group. The long-range weapons will have to be used 
successfully before any dose-range movement can 
be attempted. At the least, you shouldn't expose 
troops for any length of time without Smoke or Con- 
eealment cards, good terrain to move from and/or 
to and, if possible, a Rally card just to cover any 
accidents. 

Beginning the game with just two groups in “A” 
and (fire and assault) may sound like a good 
idea, but they will have to move laterally if you are 
to have a go at “C”, It must be remembered that 
the defender has full terrain privileges and can dump 
the dreaded Marsh and Minefield cards on you at 
any time. If you wish to attempt to break the squad 
then, a two-man throw-away group must be put in 
"A" to allow you to place your firepower in ”B” 
and your assaulters in “C”. Fora frontal attack on 
the Pillbox, the fire group in ”B” and the rest in 
“A” will work. 

There is a good chance that the defender will try 
to transfer the MMG to whichever of his groups 
is threatened. If possible, your firebase should have 


a Fire card available to prevent this. Remember that 
for someone to enter the Pillbox, someone else must 
exit. Fire on any one of these at a 4-2 modifier can 
ruin your opponent's whole scheme. If you advance 
on S *C”, the defender may pull back to RR — 1. 
If you charge the Pillbox, he may conversely try 
to move up one range. Try to pin him as he moves. 
Advance after reaching RR 3 will have to be very 
deliberate, but you must eventually dose to make 
use of the FT and DC. Even if you are attempting 
to win by M squad break”, maintain at least a threat 
against the Pillbox. If you are facing the Japanese, 
destruction of the Pi llbox may well be the only way 
possible for a win. This destruction should not 
depend on the DC, but this weapon can provide an 
edge to pin the group inside before finishing them 
off with the FT. A flank attack from “A” wiU prove 
most effective. Just wait for more than one Fire card 
to really boost the fire strength. 

Although the Pillbox in this scenario is very strong 
defensive terrain and is certainly welcomed by the 
defender, it does not come without some liabilities 
attendant. It must be placed in group "B”, effec¬ 
tively splitting the defending forces on either side 
of it. The **C” position cannot be left unused, be¬ 
cause no defense against flanking movements could 
be mounted from or “B” without slow in¬ 
dividual transfers. Group “B” cannot move any¬ 
where by itself without abandoning the Pillbox and 
automatically losing the game. Group "A 1 * cannot 
move around to get to “C”. This simply means 
that you must stretch your squad into three groups 
to cover your flank. 

For those defenders fortunate enough to be 
equipped with a MMG, the obvious question dur¬ 
ing set-up is where to put it. It would be well pro- 




7 


tected in the Pillbox. However, because only three 
men can be stationed there, a large fire group can- 
not be formed around this weapon. Greater fire 
values can be obtained in other groups, although 
at a greater risk to the MMG. 

The attacker's set-up has great bearing on this 

daemon (but not if the defender sets up first as men' 

boned above). If his forces are arrayed in such a 
way as to facilitate flanking movements, then the 
MMG should be placed in Group M C" to counter 
those. If, however, a frontal assault appears in the 
offing, the weapon may be better placed in "B’\ 
If the defender is required to set up first, then a pos¬ 
sible Japanese beginning is 5-3-5 with the MMG 
in “B". 

Against the Japanese, American and British 
defenders should use a 2-2-3 or 2-2-4, respectively. 
The MMG is placed in group “B”, and the other 
two-man group transfers a man to the Pillbox as the 
scenario begins. Against the Germans, the 
Americans don't even have a MG to place any¬ 
where. They should employ a 3-2-5 set-up with the 
BAR outside the Pillbox. The Germans must make 
do with a LMG, They should use a 2-3-3 set-up and 
use individual transfer to change it to a 1-3-4 or even 
a 0-3-5. Against the Russians, they not only face 
the usual equipment for attackers in this scenario 
but another MMG. This makes the German wish 
to hide as many valuable assets as possible in the 
Pillbox. The Russians defend with a LMG, also. 
Their set-up is probably best at 4-3-6. 

There is very little mystery concerning the course 
of events in this scenario. The attacker will advance 
cautiously, hoping to withstand fire attacks, and at¬ 
tempt to break the squad or crack the Pillbox with 
the DC or FT. The defender should use Wire, 
Stream, Marsh and Sniper cards to slow the advance 
while accumulating good Fire cards. The defender 
is also blessed with another very excellent card, the 
Minefield. Not only does this card cause delay, but 
it also attacks the group it is discarded on. A par¬ 
ticularly nasty German tactic is to pin some mem¬ 
bers of an attacking group with fire and then discard 
the Minefield on them. This usually results in some 
KiAs and Routs and should delay the advance of 
this group for some time. Priority targets for fire 
and discards are the men with the DC and FT. 

As for the strengths or weaknesses of the various 
nationalities when on defense, ihe Japanese are the 
hardest to break and do have i ' IMG, but their en¬ 
hanced mobility is of no real help here and con¬ 
sequently their hand can seem to shrink at times. 
The Americans and British have the MMG against 
the Japanese. The American hand of six cards should 
help them accumulate Fire and delaying Terrain 
cards; the British will have to rely on their firepower 
bonus. The ability to act and discard will certainly 
aid the Germans, but they will find their squad to 
be very small. The Russians do have a large squad, 
but they are again hurt by the small hand. 

EVACUATION: Scenario P 

The evacuation scenario is of inherent interest be¬ 
cause of its dual nature—allowing a win to be ob¬ 
tained in differing ways for different sides. This 
makes the early game choices crucial to success. 
The scenario also is of interest because the sides 
start at other than relative Range 0, giving an ad¬ 
vantage to the side that is best prepared at the start. 

At first glance, this scenario would appear to be 
a variation of the “Meeting of Patrols". It might 
be better for the attacker if it were only that. The 
defender, however, can elect to begin retreating in 
an attempt to get two wounded men to RR 0 for an 
automatic win. If he chooses that option, he will 
leave a rear guard behind to slow the attack. A 
paucity of Movement cards at the wrong time could 
spell disaster. Fortunately, such a tactic by your 
opponent is not without great risk, because he leaves 
the door open for your advance to RR 5 and the 


win—if you can just manage to. maintain contact with 
his retreating groups. 

Although the defender can attempt to win this way 
at any time, his best chance will be at the start of 
the game. The attacker will find himself still a long 
way from RR 5 and may not have had the time to 
acquire Movement cards of disadvantageous terrain 
cards with which to slow the retreat. A way for the 
attacker to discourage this tactic is to place a two- 
man group in “D” position, poised to maintain con¬ 
tact by advancing rapidly on the flank while the other 
groups deal with any obstacles in their way. The 
Russians and the Japanese should definitely plan on 
this tactic since they not only have plenty of man¬ 
power, but also plenty of Movement cards and a 
lack of long-range firepower. The rest of the attack¬ 
ing groups should consist of the usual small group 
in “A", a fire group in "B'\ and an advance group 
in “C". 

During play, the attacker must advance with some 
caution. Ideally, a Movement card (preferably a 
Ford) should be kept in the hand to deal with emer¬ 
gencies such as Stream and Wire, Should a Stream, 
Marsh, or Wire card happen to come your way, it 
should be held to be played at an opportune time 
in catching the defender during a move where he 
can ill afford to be caught in the open. 

No nationality has a dominating advantage in this 
scenario. The Russians and Japanese have the ad¬ 
vantage of movement and manpower as usual, but 
the small hand makes it difficult to store enough 
cards to plan for any emergency. The British will 
have a very tough time chasing the Japanese and 
can only hope to slow him down with firepower. 
The American hand size will have to cover their own 
handicaps. At least they will be able to work with 
some plan in mind. The Germans may find the 
Russians a bit much to handle, but the ability to act 
and discard should hold them in good stead if the 
right terrain cards come their way. 

The defender should realize that he has three ways 
to win Breaking an opponent’s squad is one obvious 
way, but this is a choice based on ongoing game 
conditions and in this scenario should not be an 
actual pan of the game plan. Whether to go for the 
win by standing fast or retreating is a decision which 
must be made earlier in the game, however. A three- 
group set-up is recommended. Since at least three 
are required, this is a minimum. Four groups will 
merely add one man to the wound list and require 
more cards to organize a successful escape. Base 
a defensive group in "B" consisting of half of your 
force with the LMG, This will give an adequate fire- 
base. Split the rest of the squad with two in “A” 
and the remainder in “C" to guard against a flank 
attack. 

Now to decide how to proceed. Remember that 
(1) you don't need a red RNC move card for retreat 
until you reach Range Chit 0; (2) opposing groups 
“A" and are already at RR 1 to each other; 
and (3) wounds will not become fatal due to an end 
of deck draw. Nationalities also play a part in the 
decision making process. The Soviet and Japanese 
players both have plenty of Movement cards with 
which to organize a retreat. They even have a pos¬ 
sibility of winning in three turns if all goes perfectly. 
They should start with the idea, at least, of win in 
this manner. Terrain received on the deal should 
have been allotted to “A" and "C". All other 
nationalities have better fire than movement pos¬ 
sibilities and should therefore, give "B“ as much 
advantage as possible at the start and prepare to 
defend with fire. Groups “A" and "C 11 should plan 
to fall back to Range Chit 0 anyway. This may force 
the attacker to move in response, to his detriment. 
This is always of value if the Russians or Japanese 
are the attackers. At RR 1 their firepower is 
minimal. 

The game will, then, revolve about group “B". 
These are the men who will put out the fire that will 
either discourage the enemy or allow “A" and “C" 


to escape. If the LMG owner is wounded, swap his 
weapon with the crewman (too bad US and British) 
immediately. This group must fire each time pos¬ 
sible at the best target, giving priority to moving 
groups. Try to save a Rally card for them as they 
will probably be a target as well. The attacker will 
rarefy win a game in which is /nfacr. 

The defender, then, should operate from a posi¬ 
tion of threatening to win in whichever mode the 
attacker is not covering. If the attacker is forced to 
shuttle back and forth between victory threats, the 
defender can force his hand to either commit to his 
own destruction or run out of time. 

DELAYING ACTION: Scenarios D/Q 

In this scenario, the defender is trading space for 
time and the attacker is under pressure to advance 
as fast as possible. 

The attacker in this scenario should realize that 
he is in a race with his opponent and is already be¬ 
hind, Combat is merely a means of slowing down 
the enemy in this race. Although the defender may 
use only those Movement cards with red RNCs to 
retreat away from you, there are quite a few of them 
in the deck; and he can employ Stream, Wire, and 
Sniper cards to confound your efforts to catch him. 
Unfortunately, those same cards are not available 
to the attacker. 

So, aside from removing the movement cards with 
red RNCs from the deck when your opponent isn't 
looking, how does the attacker respond to this 
challenge? The most important soldier he owns has 
the mortar. This man should be a part of a two- or 
three-man (Russian and Japanese) group which will 
not plan to move for the entire game. Their job is 
to lob shells onto the defender's groups in hopes 
of a pin. Oddly enough, pinning two groups instead 
of killing one is better in this scenario, at least until 
the squad is near its breaking point. If you can keep 
pinning men, the defender will be forced to slow 
down to rally them and will have no place to use 
his Fire cards, thus keeping more cards in the deck. 
The third man in this crew is there in case a Sniper 
attack should happen to kill one of the others (the 
Japanese and Russians can always afford the extra 
man anyway). This group need not move because 
it is always at RR 0 to the defender’s groups 
anyway. 

The other squad members you have should be 
formed into two groups. Any larger number of 
groups requires too many Movement cards to keep 
them all in the chase. Whenever possible, con¬ 
centrate long-range weapons such as LMGs and 
BARs in one of the groups to increase the chances 
of hitting your opponent from a distance. Unfor¬ 
tunately, this is not possible for the US under the 
new BAR Concentration rules. 

The main activity of these two groups will be to 
move—quickly, They cannot afford to proceed care¬ 
fully. They must move whether or not terrain is 
available, and they must be prepared to leave be¬ 
hind pinned men if necessary (i.e., no Rally cards 
available but good movement and terrain pos¬ 
sibilities). They shouldn't even make a stop to fire 
until they have closed the range enough to have a 
good chance of pinning someone. All this does not 
change until reaching RR 3, at which time they can 
plan on more firing and more cautious advancing. 

The attacker doesn't have to kill anyone to win 
the scenario. He can win by getting to RR 5 in good 
terrain. Therefore, a pin is as good as a kill early 
in the game. If you pin a group, use that opportu¬ 
nity to move or fire on the other group, depending 
upon your hand. 

The Japanese seem best suited for this scenario. 
They are the most mobile nationality. They have 
higher morale, and can afford to leave behind more 
pinned men than anyone else. However, they do 
suffer from poor long-range firepower. They have 
the Banzai tactic. If a substantial number of per¬ 
sonnel are pinned and cannot be left behind, and 



8 


there are no Rally cards, a Banzai attack can be very 
useful if the opposing group is not too far away. 
Suddenly, all those pinned men are available again. 
And, if the enemy group being attacked continues 
the retreat, the Banzai can be cancelled. 

The US has lower morale and fewer Movement 
cards; but offsetting that is a larger hand, better fire¬ 
power at long range, and a very good mortar. The 
British must rely on their firepower bonus to com* 
pensate for their relatively small squad. The German 
can always discard and has good To Hit numbers 
for his mortar, A lack of Movement cards with too 
much junk in his hand would be his downfall. The 
Russians also have good movement and discard 
capabilities, but poor firepower and thus must act 
somewhat like a Japanese without the Banzai, 

The defender in the Delaying Action must take 
careful note of the capabilities and victory condi¬ 
tions bestowed by the scenario. All the attacker must 
do is attain RR 5. The defense must both survive 
his breaking point and stay out of harm’s way. He 
has only to use the cards allotted to him to slow the 
attacker's advance. He should set up entrenched if 
at all possible. 

The defense set-up will consist of two groups, 
with some of the rifles and the LMG in one and 
everyone else in the other. These groups should be 
of the same size so if one is totally destroyed, you 
will still be able to win with the other intact. Retreat 
must be done in an orderly fashion: first the LMG 
group, and then the other. Covering fire should be 
maintained at all times. Snipers could be played 
against the mortar group and all the detrimental 
terrain cards reserved for the attacker's point group. 

Since movement is dependent on red RNC cards, 
it should be planned carefully. You do not have to 
move immediately upon drawing such a card. The 
attacker may be allowed to close the range some¬ 
what. Since his mortar will probably stay at RR 0, 
you need only move on its account to break acqui¬ 
sition. You may wish to allow another group to 
move as close as RR 3 if you have retained a good 
Fire card and are in beneficial terrain, A good pin¬ 
ning shot here could allow you to then move back 
to RR 2 and set up again in terrain while he is rally¬ 
ing his group. This process can be repeated as long 
as you have the cards to do so. Remember, however, 
that you only have half of the available Movement 
cards which qualify for retreating motion. Use them 
wisely. 

Particularly effective nationalities on the defense 
in this scenario are the Russians and Japanese be¬ 
cause of their large number of both Movement cards 
and men. If need be, either one of these can afford 
at times to leave behind a pinned man if the retreat 
might otherwise be compromised. The Germans are 
also effective in this scenario because they can act 
and discard. It is disheartening to an attacker to be 
pinned by fire, see another group move farther 
away, and have a Sniper taking pot-shots at their 
mortar at the same time. 

Balance is the key for the defender. Retreating 
evenly away, using fire to upset the attacker's plans, 
with a good set of discards will win the game. 

PARATROOP DROP: Scenario R 

This scenario will depend heavily on the initial 
set-up given to the attacker and the cards dealt; but 
it is almost always exciting and, due to the possi¬ 
bility of early short-range combat, is quite often 
short in length. 

The attacker in the Paradrop must set up for the 
odds and hope for a bit of luck. The initial set-up 
for the US and USSR is relatively easy (2-2-4-4 and 
3-4-4-4). For the British and German, things do not 
look so well . Both of these are probably best served 
by placing four men with machine pistols (one a 
leader) in one group and leaving three other groups 
with two men each. For the German, this means 
that the LMG will be left in a group alone with only 


its own fire available. If the even chance of draw¬ 
ing the large group for li B" or “C” occurs, then 
at least a good threatening position can be estab¬ 
lished, If the Range Chit chosen by the defender 
is high, a large volume of firepower can be brought 
to bear; if low, you will have a group that must use 
movement to close range anyway. Even if a 2-2-3-3 
start is chosen for these nationalities, the attacker 
should plan in all cases to set up in fire groups dis¬ 
tinguished by long and short-range fire capabilities. 
This will at least put a small burden on the defender 
when he chooses the range chits for each group. 

The four-man group theory makes sense when 
considering the victory conditions. The position at 
Range Chit 3 is also important. If one four-man 
group can get to this chit, a win can be obtained 
by a single man transfer from any other group 
adjacent at the same range. In this regard, a Gully 
card should be retained (if drawn) for one of those 
groups to duck in to. The long-range fire groups 
can be set to fire against a defender who will prob¬ 
ably choose to advance if for no other reason than 
to thwart victory with infiltration. 

Two other points need to be considered. First is 
the advantage of being Elite, This allows an 
action/discard turn which can be very valuable if 
the defender does try to advance. It also helps to 
alleviate the possibility of Hanking fire—which the 
defender is prone to try if for or no other reason 
than he has those excess Movement cards. Another 
is the possibility of getting Woods on the deal. The 
chance for error here is large if played upon set-up 
but the decision should be made according to the 
overall situation (all other groups at Range Chit I 
or less); there is a case to be made for starting a 
two-man group of LMG and crew in Woods. If both 
are Morale 4 men, this leaves them a 65% chance 
to go totally unharmed and then to be able to bring 
a decent amount of fire on the defender. Remem¬ 
ber that, to protect his flank, he will probably have 
set up in three groups, thus lessening his own avail¬ 
able fire strength. Needless to say, you can expect 
your opponent to discard the Woods card if he has 
other terrain to use and he can catch your largest 
group at long range. In general, however, you will 
be better off to retain this card for the first move; 
you'll need a good place to hide. 

After the beginning, tactics will revert to that of 
patrol type scenarios, except that Fire cards will be 
more valuable due to the inevitable close ranges. 
The victory conditions after this are easier on the 
attacker since he must but get to Range Chit 3 to 
establish his position for a win. This assumes he 
survives the start; the most important portion of this 
scenario. 

The defender in this scenario can dramatically in¬ 
fluence his fortunes during set-up. Indeed, draw¬ 
ing and placing range chits is the most important 
single activity the defender will perform. Devising 
a strategy for this placement is not difficult. There 
are three rules or guidelines to follow. First, place 
low numbered range chits (0/ — 1, and 0/1) on strong 
or large (four-man) groups. Second, place high 
numbered chits (2/3 and 4/5) on weak or small 
groups. Finally, never place chits so that two adja¬ 
cent groups can be at the same range if that range 
is 2 or greater. 

Of course, fate will intervene and it may be 
difficult to follow these simple guidelines exactly. 
After all, a particularly unlucky defender could draw 
both 2/3 and 4/5 chits. The idea, however, is to 
maximize the amount of movement the paratroop 
player will need to assemble a five-man group and 
get it to the ranges specified in the victory con¬ 
ditions, and to isolate and quickly eliminate small 
or weak groups before the attacker can get his other 
groups into supporting positions. 

The defender must form three groups, because 
the paratroop player's four groups could too easily 
flank a two-group squad. A fire group should be 
formed about the LMG or BAR in the ll B" posi¬ 


tion. This is most centrally located for firing at all 
opposing groups. Most of the personnel with high 
morale values should form ingroup **€”> They will 
be best suited to maneuver and counter any flank¬ 
ing attempts. They can also move to a position to 
infiltrate opposing groups in “B”, l *C” or “D’\ 
Group '*A" consists of what is left over, usually 
low morale personnel. Although the main purpose 
of this group is to take up space, it should not be 
overlooked. In the wild fire fight and melee which 
is to follow, it may be able to perform several 
valuable functions. Any actions made by this group 
will also allow the attacker to move more cards 
through his hand. Defensive group formations by 
nationality should look something like this; 
American 2-5-5, British 2-4-4, German 2-4-4, 
Japanese 4-5-4, and Russian 4-6-5. 

If the defender is dealt any Woods terrain cards, 
he has the opportunity of placing them on one of 
the paratroop groups in hopes of wounding a man 
upon landing. He would probably be better served 
to keep it and shelter his own group. The higher 
morale of the paratroop squad should prevent 
wounding of any significant number of men. On the 
other hand. Woods terrain could be very useful to 
the defender's groups as they move forward or 
attempt infiltration. About the only exception to this 
is if the attacker threatens to win early due to 
unfortunate chit draws. 

During play, the defender should attempt to move 
forward to Range 2 if possible. Ideally, the fire 
group takes up residence on a Hill in order to fire 
down at the approaching attackers, and the 
maneuver group should run to Woods or other good 
terrain to allow easy infiltration if required. 

Any paratroop groups that begin at RR 3, 4 or 
5 should be eliminated as quickly as possible. If 
range chit placements were done according to plan, 
these groups should be the small, low-morale 
groups. If so, the quickest way to dispatch them is 
through infiltration and Close Combat . A Japanese 
player can accomplish this job rapidly by declar¬ 
ing a Banzai. He can do this providing he is already 
at Range 5 to the targeted group, no other enemy 
groups are In effective firing range, and the targeted 
group is so out-numbered that the odds are very 
favorable for the conclusion of the Banzai attack in 
one turn. If in doubt, don't do it. 

As often as possible, the defender should be dis¬ 
carding Stream, Wire, Marsh and Sniper cards on 
all long-range attackers to slow their approach to 
a crawl. Prime Sniper targets are the Squad Leader 
and LMG or BAR, 

If the worst happens and the paratroops all land 
at Ranges 3, 4 or 5, the defender should get into 
Close Combat as quickly as possible. Throw caution 
to the wind, there is nothing to lose and all to win. 
Remember how quickly the attacker can obtain a 
win if posted at these ranges. 

The Russians and Japanese may have a slight edge 
as defenders in this scenario. They have large squads 
and can afford some losses. The large Russian squad 
and the high Japanese morale usually spell success 
in Close Combat. Both of these nationalities do 
however have poor firepower and must dose range 
rapidly for success with only fire weapons. For¬ 
tunately, they both have many Movement cards to 
use; but should this fail them, the game will get out 
of hand quickly. The Americans have a fairly large 
squad but fewer Movement cards and low morale. 
Their higher firepower can offset these disadvan¬ 
tages. The Germans must make their ten-man squad 
stretch into three groups. If they are facing Russian 
paratroops, they are under great pressure as enemy 
four-man groups are everywhere. The German 
player must make liberal use of his free discard 
ability to keep his opponents mired in Marsh, 
Streams and Wire as much as possible in order to 
defeat them in detail. The British also have only a 
ten-man squad; but as they are matched against the 
Germans this should not be a tremendous di sad van- 



9 


tage. All squads should attempt infiltration, but the 
Russian and Japanese will use it for Close Com¬ 
bat; whereas the British, Germans, and Americans 
will tend to use it as a means to increase firepower. 

The Paratroop Scenario is one which forces both 
sides to be flexible and to devise new strategies or 
tactics in the heat of battle. As such, it may come 
closest to conveying the feeling of furious combat 
in which the player (SL) is continually on the verge 
of losing control of events. This adds immeasurably 
to the attractiveness of playing it. 

ASSAULT: Scenarios L/S 

This scenario shows your basic attacker/defender 
delineation, ft can be either a headlong charge or 
a lesson in maneuver, depending on the players. It 
is usually bloody in the end, however, no matter 
what the start. Both sides are armed to the teeth. 

The attacker is presented with a classic fire and 
movement division of forces. The first thing the 
attacker sees in this scenario is that he must only 
get to Range Chit 5. In reality, it probably won t 
come to that. The defender's MMG balanced against 
the FT, Mortars, and/or multiple LMGs of the attack 
almost insures that a squad will break before other 
victory conditions are met. Since we can expect the 
opposition to position the MMG in group "B" and 
probably advance to Range 1 if possible to thwart 
the stated victory conditions, how do we proceed? 
A three-group set-up has merit. The Mortar section 
can be placed in "A T \ Their job is to pin down one 
defending group, preferably the one with the MMG. 
The fire should be as continuous as possible to main¬ 
tain acquisition. Group "B” will contain the 
LMG{s) and enough riflemen to give proper punch. 
Their job is to advance slowly and keep up a stream 
of fire against whoever is threatening themselves 
or “A”, The FT and the rest of the assaulting force 
will begin in “C”.If the Mortar’s fire is effective, 
they will advance rapidly—even threatening a move 
to "D" to continue a flanking posture if the defender 
tries to group transfer to "C". This transfer to “D" 
is the best way to proceed if you wish to attempt 
to satisfy the Range Chit 5 victory conditions. There 
is a good chance that the defender's forces can be 
spread out to where one group can be defeated in 
detail and the flank turned. This too, would cause 
victory when the defender is forced to use more 
movement than he normally desires, thus present¬ 
ing you with good firing opportunities. 

If you are facing the USSR or Japan in this 
scenario, expect them to move up to Range Chit l 
as rapidly as you do. They need to dose the relative 
range to “2" to maximize thejr fire; in the process, 
this prevents your getting to Chit 5 without a flank¬ 
ing maneuver. The other nationalities will probably 
sit back and let you come to them unless a really 
good terrain card offers security for movement. 

The attacker will have to get to at least RR 3 to 
cause enough casualties to win. The jump from RR 
2 to RR 3 is the toughest. Be prepared to make it 
with plenty of covering fire, terrain, or concealment. 
You have the time to take in closing range, so use 
it and be prepared for the worst the defender could 
dish out. An adequate balance of your forces should 
be sufficient to gain victory. 

For the UP FRONT versions of scenario L, refer 
to the armor section for hints on placement of the 
armored car. The vehicle will usually be placed in 
"C". The car can then be moved to an optimal fir¬ 
ing range while at the same time avoiding the worst 
of the defender's AT weapons. 

Defense in this scenario is a fairly straightforward 
affair. The defender begins the game entrenched 
and, if lucky, in good defensive terrain. The attacker 
must come at him. The temptation is to stay put, 
and the defender should, in general, succumb to it. 
Moving forward to RR 2 puts the defender's groups 
squarely in the path of the assaulting groups, but 
makes them more vunerable to the enemy's Grenade 


Launcher or Mortar. Also, too much moving about 
increases the chances of one of your groups stum¬ 
bling into a Stream or Marsh at a very inopportune 
time. Of course, when better terrain becomes avail¬ 
able, the defender should move into it (especially 
if he can move laterally). 

An exception to this general defensive posture is 
the Japanese, They have an incentive to move to 
Range Chit 1 to begin firing at the attacker; and if 
their opponent is American, they need not worry 
about Mortars, Their access to large numbers of 
Movement cards enables them to extricate them¬ 
selves from Stream or Marsh easier than any of their 
opponents. 

The defender has the advantage of seeing his 
opponent's set-up prior to arranging his own groups, 
but he can expect to need three groups to avoid being 
flanked. Two of the three groups should be fire 
groups. The valuable MMG is the core of one group 
and should be placed in “B", The other fire group 
is placed on the open flank of the MMG group at 
“C ,t , The third group in 14 A" is small. As the game 
develops, individual transfers from this small group 
can be attempted to bolster the firepower of the other 
groups. Typical squad formations should be: British 
2-3-5, Americans 2-3-4, Japanese 3-5-5, Germans 
2-3-2, and Russians 3-5-4. 

There is very little the defender can do about 
Mortar or Grenade Launcher attacks but to endure 
them. The Mortar group should be a target for any 
Sniper attacks; if the attacker is ever unwise enough 
to move it, the defender should forego any other 
activities to discard Marsh or Stream on it. If the 
group becomes stranded on them (Marsh cannot be 
rejected under Jungle rules) no more attacks will 
be made. Aside from this, when undergoing Mortar 
attacks, the defender should console himself by 
observing how many cards his opponent is using. 
Time (in the form of decks used) is all in the 
defender’s favor. 

For his part, the defending player should try to 
slow the approach of the enemy with liberal use of 
Marsh, Stream and Wire cards. He should adopt 
a policy of using as many cards as possible, and 
employ crossfire tactics whenever applicable. If the 
attacker gets a group to Range Chit 5, the defender 
must infiltrate it immediately and do whatever he 
can to eliminate personality cards. 

The British seem best suited to defense in this 
scenario by virtue of their firepower bonus. Con¬ 
versely, the Japanese, who enjoy such high mobility, 
are at a comparative disadvantage in a situation 
where there is no premium on movement. 

ARMOR: Scenarios E/F/T t G, H/U 

UP FRONT and BANZAI are in essence infantry 
games. It seems, however, that no tactical simula¬ 
tion of WWI1 is complete without armor; thus we 
have quite a variety in the system. It is wise to note 
the admonition of the "Up Front' 1 of Bill Mauldin 
that, “a moving foxhole attracts the eye". 

The attacker in the above listed scenarios has that 
foxhole. Since the remaining available infantry are 
fewer than normal for most scenarios, the attacker's 
set-up should probably show two relatively balanced 
infantry groups at "A" and "B" ("B" being 
stronger and "A" possessing the longer range 
weapons) with the AFV in "C'\ A check of each 
scenario shows that advance to dose range or 
opposing squad reduction is the path to victory. We 
must then accept the premise of war that only in¬ 
fantry occupies ground. It is our aim to use the 
armor to assist the rest of the squad to close in to 
meet the victory conditions. 

The squad can proceed about its task as usual; 
but what about the AFV? This all depends on its 
own capabilities and that of the opposition. For 
open-top or light armored vechicles, the operating 
point will be at as great a range as is possible for 
them to retain their effectiveness. Even for large 


tanks, advance to closer than relative Range 3 is 
ill advised against any good order foe. The threat 
of armor, whether armed with gun or machinegun 
or both, is the ability to bring down long-range fire 
on the enemy. This not only discomfits and pins the 
enemy, but may force movement due to the threat 
of acquired fire that will enable other weapons to 
successfully engage them. The position of armor 
must, then, be set by its opposition. 

If you consider that the only way the attacker can 
win is to break his opponent's squad, the defender 
may be tempted to begin retreating immediately and 
never look back. Although this alternative should 
not be dismissed casually, it must be noted that any 
retreat can be stalled by a lack of movement cards 
with red RNCs in the hand, and Stream, Marsh and 
Wire cards discarded by the attacker, Japanese and 
Russian attackers also have Mortars or Genade 
Launchers which can lob shells onto the defender 
from any range at an equivalent Range of "0", 
Finally, if the full blown retreat alternative is 
chosen, taking reinforcements will be a risky busi¬ 
ness as they will arrive at Range Chit 0 and risk 
being easily eliminated in detail. Since they are 
counted as part of the squad, adding the reinforce¬ 
ments to the total number of men and then watch¬ 
ing them die will just bring the defender closer to 
defeat. 

The better strategy is usually to dig in, delay the 
attacker's advance as much as possible, give ground 
very grudgingly, accept all reinforcements that come 
your way, and hope. As in many of the other 
scenarios, the defender must adopt a policy of 
maximizing the number of cards used each turn, not 
simply to hasten the end of the game (although that 
is desirable, too) but to also get reinforcements as 
soon as possible. Each shuffling of the deck pro¬ 
vides these opportunities. The other situation which 
gives the possibility, that of receiving an attack with 
a black 6 RNC, is not pleasant, but the defender 
must console himself that at least he received some¬ 
thing for his probable sacrifice. 

While reinforcement arrival and their composi¬ 
tion is not under the defender’s total control, there 
are things he can do to prepare for them. First, dur¬ 
ing set-up, the goal is to have two groups in IL B" 
and “C'\ The best way to do that is to form a two- 
man group in "A" which will transfer to "B" as 
soon as possible. The result is that groups are nearer 
to the group "E" position where the reinforcements 
may arrive and more room is left at “Z" in case 
they come in at that position. 

In the hand, Flank Move and Concealed cards be¬ 
come important. Simultaneous play of a Movement, 
a Terrain and a Concealed card allows reinforce¬ 
ments to arrive in better terrain than open ground. 
If that Movement card is also a Flank, they can enter 
the game at the same range as existing groups. If 
this option is not available, they will enter at Range 
0, a position which could become quite dangerous 
late in the game after the attacker has advanced to 
Chit 4 or 5. Since the color of the RNC on the Move¬ 
ment card determines whether the reinforcements 
enter as group **E" or "Z", by astute management 
of his hand, the defender can bring on his extra 
troops in relative safety, and in positions which will 
more rapidly help his cause. 

Those reinforements will usually consist of two 
to five men, although the possibility of armor 
arriving on the scene does exist. There is also a 
heavy probability the only help will consist of a 
Sniper. This will usually be a slight disappointment 
unless the attacker has made a successful Sniper 
Check. Additional manpower, however, is welcome 
if for no other reason than it increases the size of 
the squad that the attacker is required to break. 

If you do acquire armor, by all means try to have 
them enter the game on the opposite flank from the 
enemy's main AT defense. Also remember that in 
most cases, armor would rather face an ATR than 
any of the shaped charge weapons (unless of course, 



10 


the range is still less than 2) . At any rate, avoid plac¬ 
ing your precious armor resources at close range 
to any infantry AT weapons. The AFV gun should 
be fired when ever possible, since this also speeds 
the usage of the cards in the deck. 

The Japanese are well suited to this scenario be¬ 
cause their squad is so hard to break and they have 
good movement capability, although their firepower 
and armor are not up to par. The Russians have a 
large squad and good movement also, but they will 
suffer even more from the constraints of the four- 
card hand. The large American hand means that they 
will be able to stockpile the cards they need to 
properly place reinforcements. The Germans can 
move cards through their hand by discarding one 
each turn with their action, but they will be penalized 
if no action is possible. The British will enjoy the 
advantage of enhanced firepower, a real blessing 
to the small reinforcement groups. 

AFVs in general have little to fear from plain in¬ 
fantry outside RR 3. The same is true of infantry 
armed with Panzerfausts, Bazookas or Panzer- 
schrecks. An ATR must be respected at any range, 
but its To Hit probabilities are low from RR 2 on 
out. Flamethrowers, Demo charges, and ATMMs 
(along with infantry Close Combat) are weapons the 
AFV needn't worry about. If the range is dose 
enough for these weapons to have effect, the game 
should be over anyway. As for the final weapon, 
the AT Gun, you essentially have a “go/no go" 
situation. In matchups between AFVs and AT guns, 
the adversaries will start the game firing at each 
other. The first to gain a successful hit wins, and 
that’s it. 

The tactical point of armor, then, is to use it 
judiciously. If kept alive for the entire scenario, it 
should easily provide the attacker with the overall 
firepower edge necessary for victory. 

Players who have little experience with the UP 
FRONT game system may despair if they are cast 
in the roll of defender against armor-supported at¬ 
tacks. They should not. The infantry do have 
weapons which can deal effectively with the metal 
monsters. That fact was brought home in a recent 
playing of the Armored Advance (H) scenario. The 
Russian player obtained a BT-7-2 tank as a rein¬ 
forcement. No sooner had the card been placed on 
the table that a German 37mm PAK found its range 
and quickly dispatched it. Other similar experiences 
with ATRs and shaped charge weapons should give 
some heart to the poor foot soldier. 

If the defender has an Infantry Gun, its primary 
target should be enemy armor. He can expect that 
armor to place an equal importance on his Gun as 
a target. Hence, a duel usually results between AFV 
and Gun until one gets lucky and eliminates the 
other. The rest of the defenders can assist the Gun 
by firing on the tank in hopes of forcing it to but¬ 
ton up. Once this is done, the AFV fire becomes 
less effective, giving the advantage to the Gun. The 
armor player will have to wait for the rare Hero 
card to re-open his hatch and by this time the IG 
should have found his target. 

Other AT weapons, including the Bazooka, Pan- 
zerschrek, Panzerfaust, Anti-Tank Rifle, Plat, 
Flamethrower and the Anti-Tank Mine require the 
defender to close the range (or wait for the attack¬ 
er to do it) to be effective. This should be done un¬ 
der as much cover as possible, using Gully, 
Buildings, Smoke and Concealed cards where pos¬ 
sible. The ATR does have long range, but it has 
more likelihood of breaking at extreme range than 
of hitting anything. The shaped charge weapons 
(BAZ, PZSK., PZF and PI AT) are effective only 
from as dose as RR 3. If possible, the defender 
should wait to use the PZF until the range has dosed 
to “4", since this is only a one shot weapon. The 
British PIAT is very prone to malfunction and has 
a greater possibility of break (50%) than repair 
(16.7%), so care should also be used in its use. In¬ 
deed, the main problem with all AT weapons seems 


to be the fraility. The FT and ATMMs are only ef¬ 
fective at RR 5 and thus will find employment by 
only the most courageous, fortunate, or desperate 
defenders. 

Attempting to close range with an AFV will be 
extremely difficult if the enemy infantry groups are 
adjacent to it at roughly the same range. Getting 
worked over by close-range fire or becoming en¬ 
gaged in Close Combat can quickly negate any 
threats your AT weapons could have posed. In fact, 
should the AFV have infantiy groups supporting it, 
the best tactic for the defender is to stay put and 
let the existence of the AT weapons force the AFV 
to lessen its own effectiveness by keeping its dis¬ 
tance. No other game quite so vividly illustrates the 
advantages of Combined Arms tactics as UP 
FRONT , 

Other, not so obvious, AT weapons are the Gully, 
Woods, Stream, Marsh and Wire cards. Playing a 
Marsh card on an AFV forces it to show its flank 
or stop moving. Playing any of the others forces 
it to check for Bog. Should it become bogged, flank 
attacks are automatically available. 

If the AFV is Open-Topped, then even the lowly 
rifle can have an effect on it by pinning the crew. 
A Rally 3 or better card will be required to get it 
back in operation. If an OT AFV can be bogged 
and then pinned, it can be out of effective service 
for many turns. 

The final method of AFV destruction, Close Com¬ 
bat, is even more rarely seen in play. The infantry 
will have difficulty approaching any AFV with a 
functional MG. Conversely, an AFV will be very 
careful when approaching infantry groups armed 
with any of the AT weapons discussed here. The 
amount of damage that must be done to a squad that 
would encourage the AFV to try to us its Overrun 
capabilities is usually so great that the attacker has 
won anyway. 

The Germans and Americans have the best AT 
weaponry. The temperamental PIAT leaves the 
British a notch below. The Russians and Japanese 
suffer from the lack of shaped charge weapons and 
must depend on their ATRs or dosing on the armor. 
Their IG performance is not even quite up to par, 
even though the Japanese have quite good To Hit 
numbers on their ATR (cancelled if somewhat in 
the fact that it must be crewed). 

In short, the defender should not despair, merely 
be careful and employ the weapons he does have 
at the optimum ranges for their performance. 

AMBUSH: Scenario V 

As the longest scenario in the game, the Ambush 
confrontation gives the players a real taste of the 
unknown. Both sides will do well to note that the 
chances for Random Reinforcements are less than 
one per deck (roughly estimated at 0,7) but their 
arrival can be devastating to the unprepared enemy 
and a game saver for those friends just hanging on. 

The problem for the attacker as well as the 
defender is that he doesn't know quite what to 
expect. The defender’s force is small, however, and 
a good initial assumption is that he will be forced 
to use only two groups or be left very low on fire¬ 
power. This is all mitigated by the possibility of a 
flanking reinforcement entry as group “E". The 
attacker will usually have enough force to make four 
groups and enough weaponry to cope with about 
any threat. Our suggested offensive set-up is a two- 
man low morale group “A”, These can either 
transfer to if possible or by thrown away as 
a card using group. Groups “B” and “C 1 ’ should 
be fairly large with any machine guns posted in “B“ 
and flamethrowers in “C'\ Group st D“ should also 
be small and should contain any AT weapons. This 
balances the threats of the opposition with the main 
fire able to bear from the center and the AT equip¬ 
ment covering the flank against the worst possible 
event—an AFV appearing at “E". Note that the 


flamethrower is also available at “C“ in case the 
regular AT weapon is destroyed or the reinforce¬ 
ments turn out to be infantry. 

After setting up, the attacker should advance for 
the win as quickly as his cards will allow. Low fire¬ 
power for the defender means that early in play a 
few risks can be taken and all chances for advanc¬ 
ing should be taken. Remember that you are Elite— 
this enhances your opportunities to move cards 
through your hand. The defender will probably try 
a tactical retreat, so be prepared. If nothing else, 
move Group “D“ up as fast as possible to insure 
good fire position/range if an AFV does appear. You 
are trying to break the squad so use pinning fire and 
close with the enemy. Forget Group “A” if you 
must, but use your Elite status to discard any dis¬ 
advantageous terrain possible on the defender. 

As the title of this scenario implies, the defender 
will find himself in trouble. Depending on the 
nationalities involved, he will usually be out¬ 
numbered, sometimes by two-to-one. Worse yet, 
he faces Elite troops. But, headquarters assures him 
that reinforcements are on the way and that all he 
needs to do is to hold for a while. Unfortunately, 
the type and number of these reinforcements and 
when they will arrive is not assured. Those addi¬ 
tional troops are needed, however. This is the 
longest scenario in the game (five decks as opposed 
to the ususal three), and the attacker will have ample 
time to close the range, 

SURPRISE: Scenario W 

The Surprise scenario has been a favorite of ours. 
The possibility of the unexpected is a welcome relief 
from too many set piece battles. 

Ideally, the attacker in this scenario would like 
to infiltrate the defender's groups before they ever 
wake up (Rally), To have a chance of doing that, 
he will need a lot of Movement cards. Even though 
this is not a real probability, the attacker should in¬ 
itially proceed just as if he intends to do this very 
thing. When moving, he should not concern him¬ 
self with playing terrain cards on his groups until 
the defender starts to rally unless he is merely try¬ 
ing to get cards out of his hand or he has reached 
Range 3. He should move through the initial ranges 
as rapidly as possible in order to dose in on the un¬ 
suspecting defender. If there is room in the hand, 
good terrain cards should be saved to play on all 
moving groups just after the defender has rallied. 
Stream, Marsh and Wire cards must be dealt with 
swiftly at first and priority should be given to keep¬ 
ing all groups in motion. All advantages must be 
taken while the defender is short one card as a result 
of his Squad Leader being pinned. 

If the crucial supply of Movement cards runs out, 
the only way for the attacker to increase the flow 
of cards through his hand is to discard. The German 
can augment the card flow for one hand by playing 
unusable cards as Open Ground as well as taking 
his normal discard. Fire in the initial portion of the 
game should be held unless it is of such a high value 
that eliminations would occur. The chance of alert¬ 
ing the entire camp should only be taken if KIAs 
are almost assured. The play of a Sniper should 
definitely be foregone since the chance of only one 
casualty is not worth the consequences. 

As the range closes, the possiblity of the enemy 
using a low-value Fire card to make his own attack 
and awaken his squad increases. If the defender does 
this while the attacking groups are still moving, the 
player has the unattractive choices of firing immedi¬ 
ately with reduced effectiveness, or waiting one turn 
to stop while his opponent rallies his squad. Accord¬ 
ingly, as the attacker arrives at Range Chit 3 or 4, 
he should play terrain cards and alternate movement 
of his groups to be ready for this eventuality. Note 
that the Gully card may be a good play here because 
it allows movement while denying the enemy a 
chance to fire. If a Flank card is available, a 
devastating fire could be arranged from a prepared 



II 


position. 

Any such fire attacks on the defender should be 
planned in advance to cause the most casualties pos¬ 
sible, This can be done by attacking the lowest 
morale group first, hoping to gain an advantage 
which will make it easier to defeat the tougher 
opponents in detail later. If the defender manages 
to fire first, then the attacking groups should open 
fire and try to eliminate all groups which the 
defender has not yet been able to rally. 

Once combat has been initiated t the attacker must 
keep his objective in mind. In order to seize the 
Buildings, he must infiltrate the occupying groups 
before eliminating them in Close Combat. He can 
expect the defender to vacate some Buildings, thus 
removing them from play, to force the attacking 
force to face his strongest group. 

The attacking squad should be formed into two 
groups. Fewer Movement cards will be needed to 
advance them into position, and each group will be 
strong enough to use good Fire cards when neces¬ 
sary and to engage in Close Combat. The Japanese 
are best suited to this task by virtue of their superior 
movement capabilities and their morale, infiltration 
abilities, and Close Combat advantages. The 
Russians will be aided by the size of their squad 
and their abilities to discard their entire hand in 
search of their already plentiful Movement cards. 
Oddly enough, the nationality which encounters the 
most trouble in this scenario is the Germans. When 
they run out of movement, the small discard cap¬ 
abilities may force them to wait so long the defender 
will have a chance to counter and rally. 

A quick look at the victory conditions is neces¬ 
sary for the defender. Since the attacker must occupy 
the same number or greater of Buildings, there is 
an advantage to a three-group set-up. This forces 
the attacker initially to take two Buildings for a win. 
This also significantly increases the possibility for 
the draw of a Buildings 3 card for housing your main 
defense group. This group should consist of close 
to half of your force. They should plan to stay put 
for the rest of the scenario (remember that all groups 
cannot abandon their cover since 0=0 and the 
attacker wins). If this position is flanked, you 11 just 
have to tough it out and hope that the others can 
come to their rescue. Put your high morale, high 
firepower and sentry here along with your Squad 
Leaden This group should be * 4 B*\ A two-man low 
morale group can go at and plan to run as 
fast as possible to lower the chances of the squad 
breaking. The rest of the men will be at “C and 
will also abandon their cover for anything equal they 
can fmd. If necessary, they can even advance to RR 
1 to prevent flank attacks against “B”, At any rate, 
you should be left with only one position to 
staunchly defend. 

When choosing a nationality to play in this 
scenario, remember the hand capabilities of each. 
The US can Hero the BAR, increasing his firepower 
and also threatening early squad arousal, especially 
with the ability to hold five cards. The British will 
have the advantage of an equivalent fire of two, 
even at Range 1, thus giving a chance for early 
detection* The non-crewed LMG is a good candidate 
for the Hero card. The Japanese can stand heavier 
Losses than the others and thus can afford to set up 
in two strong groups, forcing the opposition to split 
his attack. He also has a non-crewed LMG. The 
Soviet can discard whole hands (albeit only three 
cards) in search of the small Fire card or Hero. The 
German actually has the worst position of all in this 
scenario. He can only discard one card and thus goes 
through the deck slowly. It will take ail of his other 
advantages used wisely to win this one. 

Remember that the SL and ASL are pinned at the 
start of the game, so you will have to begin with 
one less card in your hand. This really hurts the 
Russian and Japanese and will lead the US, Brit¬ 
ish, and Japanese player to the quandry of whether 
to use a Hero card on the SL to regain full “hand 


capability or the machine-gunner for more fire¬ 
power. If you are fortunate to have that card at the 
start, go for the gunner and more firepower; later 
you may wish to wake up the leader if you have 
or have been keeping up with the appropriate Fire 
cards, 

SURROUNDED: Scenario X 

This is the most confusing scenario in the set. You 
must take great pains to keep careful track of your 
Range Chits. The sandwich situation is made to 
order for producing range errors. We prefer to use 
red chits for one of the attacking sides, thus giving 
an algebraic sum in either direction. Even this can 
cause confusion if an attacking group exceeds 
RR 5. 

The attacker's key in this scenario is balance. Any 
division of forces which is not fairly close to even 
will lead to a counterattack by the defender against 
the weaker and defeat in piecemeal fashion. Remem¬ 
ber that the defender's squad must be broken for 
victory. All he really need do is wipe out one side 
and then hide. In the above, equal does not neces¬ 
sarily mean equal numbers, but equal threat , A good 
posture then is to set one force with long-range fire¬ 
power (mortars and machine guns) and the other 
with the machine pistols and other short-range 
weapons. This allows you to stand off the defender 
on one side with the threat of fire if he doses range 
and advance with the assault group. Under aver¬ 
age card distribution, you will also have one place 
to play Fire cards and another to play Movement, 
If he does try to counterattack against the assaulters, 
you will still have fire at RR 0 with either low cards 
for the machine gun or high cards for the mortar. 
In all cases, you really don't have enough manpower 
to form more than two groups per side (with the 
possible exception of the Japanese and Soviets who 
may be able to separate out the mortars although 
this may stretch their ability to use cards effectively). 

All advances should be slow and deliberate, con¬ 
solidating positions as you go since there is plenty 
of time to gain the win. This does not mean that 
you can't move without terrain. The ability to use 
almost all Fire cards means that it will often be 
advantageous to empty a hand using Fire and Move¬ 
ment cards and trust the odds to present you with 
at least one terrain card on the refill. The German 
player should be at his best here with the ability to 
act and discard giving him a definite edge. 

The defender in this scenario cannot take a pas¬ 
sive role in the proceedings. Imagine, if you will, 
the play of four Fire cards in one turn, all directed 
at the same defending group , , . and from a flank 
postion. This unusual situation is possible because 
the attacker has two "A" and two “B” groups. An 
attack of that nature is very devastating and to be 
avoided if at all possible. Therefore the defender 
must be very active on defense rather than passively 
waiting for the inevitable. 

Although the defender is surrounded by the 
enemy, he does have the classic strategic advantage 
of interior lines. No one would recommend allow¬ 
ing troops to get themselves in this situation (oops. 
Hitler did) to gain this advantage, but since you are 
already there, you may as well do the best with what 
advantages you do have. The attacker may out- 
number you, but his squad is split into two forces 
which cannot effectively rejoin each other. The 
defender can concentrate his force against one of 
the opposing sides in hopes of defeating it in detail 
before the other force can come to its rescue. If he's 
lucky, the defender may discover he has local 
superiority. 

The squad should set up in two groups with 
approximately equal firepower. Which enemy side 
to attack will depend on the attacker's initial set¬ 
up. If he has split his forces unwisely, and one is 
weak, you should obviously advance toward that 
one. If the Mortar or Grenade Launcher is not sup¬ 


ported by an LMG, then advance on it. It will lob 
shells on you whichever way you go; but if you close 
range, you may be able to pin it, eliminate it, or 
close inside its effective range. While you are doing 
this, you will be moving away from the LMG. If 
one of the attackers moves to RR 1, Japanese or 
Russian defenders should move toward it to increase 
the relative Range to "2", This negates the natural 
firepower advantages. 

Once you have begun to advance on a side, use 
all means available to slow down the pursuit of the 
force to your rear. Stream, Marsh, Wire and Sniper 
cards should be discarded on them. The Germans 
or Japanese are especially suited to discard and per¬ 
form necessary functions in the same turn. 

If you can obtain local superiority and destroy one 
of the two sides surrounding you, your opponent 
will have to exercise even more care with the other 
since his squad will be close to its breaking point. 
If you have eliminated the force altogether, and 
moved through its position, you will be able to con¬ 
tinue a retreat using any type of Movement cards, 
not just ones with red RNCs. You've broken out. 

The Japanese are best able to handle this situa¬ 
tion because their squad is hard to break and they 
may both move and discard. Other nationalities must 
make the best of their natural advantages to 
maneuver for a win. 

CITY FIGHT: Scenario B 

The City Fight scenario is essentially the same 
as any of the meeting engagements. Similar set-ups 
(those suggested in Vol. 21, No. I) should be used. 
The Demo Charge should be entrusted to a high 
morale man in the advancing group, preferably one 
with a Machine Pistol, A leader should not be 
selected for this job, however, as this puts too many 
eggs in one basket. 

This scenario should favor the American player 
slightly since he can more readily hold onto the 
winning Building cards in the later hal f of the game 
until their use is of greatest benefit. The lack of 
Marsh also makes it easier for him to use his few 
Movement cards with confidence. Conversely, the 
Russian should use his superior movement cap¬ 
abilities to negate the four-card handicap and try 
for a win by breaking his opponent. He will be at 
a slight disadvantage since there is less terrain 
applicable to entrenchments. The German must use 
a balanced hand to try to negate the other national¬ 
ities' advantages. They will most benefit from the 
scenario method of victory, trying to get one strong 
group to Range Chit 2 in “3 Buildings and then 
force the opposition to commit themselves to the 
attack, 

PARTISANS: Scenario / 

The German player in this scenario is set as the 
attacker (by the victory conditions) against a 
defender who seems to have a large number of 
advantages. Despite this, the German should be 
slightly favored. He has enough manpower and fire¬ 
power to defeat the Partisan if he can use it care¬ 
fully. Remember that this is little more than a 
Russian squad with five less men and one less 
leader, A flank threat is always a viable option, 
especially if you get more Movement cards than Fire 
cards early in the game. Use your free discard to 
dump unwanted terrain on the Partisan if he tries 
to keep even with your moves. A Wall card is a 
good candidate if a Stream or Marsh is not avail¬ 
able because it will force him to recant his move 
or accept a low value terrain card which cannot be 
used for Ambush tactics or entrenchments. Cross¬ 
fire tactics will also pull the Concealment cards out 
of his hand to allow a better result on the second¬ 
ary fire. Use all of your natural advantages and keep 
an eye out for his special ones and a close victory 
by squad break should be possible. 

Despite all the special rules applicable to the 



12 


Partisan player, this is a difficult scenario for him 
to win. Set-up is probably maximized using a 2-2-4 
with the LMG in “B' 1 and the Leader in “C’\ While 
the victory conditions are difficult for the Germans, 
remember that he will probably ignore them. It 
simply may be too easy to break your squad. The 
tactics for the Partisan player will be simply to move 
to Range Chit 1 in the best terrain possible and force 
the German to attack. The two men in group A can 
be transferred to give a final 4-4 (“B“- M C") set¬ 
up. This will also take several of the excess Russian 
Movement cards out of your hand. After this* the 
best tactic is to stay in place as much as possible 
and put the Russian discard abilities into play. The 
Sniper and Minefield cards will be of benefit as will 
disadvantageous terrain. If there is an extra space 
in the hand, a Movement card should be saved to 
allow for a sideways move into Woods or Brush 
{followed by entrenchment). This will allow the use 
of the Ambush tactic (37,5). Whether they are used 
for defense or attack, the Concealment cards will 
be the most important in the game. The wise and 
timely use of these cards should be the great leveler 
to allow the Partisan a shot at a win. 

FREE EOR ALL: Scenario J 

It is our advice to not even try this scenario unless 
you are stuck with three people and nothing else 
to do. If you must, however, use the set-ups earlier 
recommended (in Vol. 21, No. 1). As this is a 
political game, the most threatening player (the one 
who moves first) is the prime target. Do not move 
any group unless you have terrain. Other than that, 
proceed as you would for any other “every man 
for himself" contest. 

A more interesting variation of the scenario would 
be to allow the use of even more nationalities if you 
have enough players. Four- or five-sided games (or 
even more) would really test some friendships. This 
puts a premium on (temporary) alliances and player 
interaction. As before, however* the greatest threat 
to victory will always be the first one attacked* so 
proceed cautiously. Remember that you can always 
trust your enemies more than your friends. When 
selecting sides* try to avoid the Russian or Japanese . 
Their inability to bring significant firepower into 
play from RR 1 is a real handicap in this game unless 
the player in very adept at political interactions. 
They must move first. Whatever* play for fun. This 
scenario is not meant to be taken seriously, 

ELITE TROOPS IN THE ATTACK: 
Scenario K 

This scenario is a test of the maxim that superior 
training* skill* and morale wiU be able to defeat mere 
numbers. While the actual play of the game is a var¬ 
iation of the “Meeting of Patrols" scenario 
described by Don Greenwood in his earlier article* 
the Elite Player must win the game not once but 
twice. This dual game will cause difficulty for both 
players because of the amount of time that passes 
before a player can judge exactly how well he is 
doing. 

The Elite player is faced directly by that time 
problem. He must remember two things. First* if 
you don't win the first portion of the game* the 
second doesn't matter. Second* losses and time are 
cumulative, so he must perform better in the second 
half than the first. This implies two contradictory 
things. He must play the first game cautiously 
enough to avoid major casualties (even two may be 
too many) but rapidly enough to have time to do 
it again. Thus the first half should be concluded be¬ 
fore the second deck is finished if the Elite player 
is to convince himself that a win is possible. When 
this is added to the fact that he is forced to be the 
attacker, it's easy to see how he could have a 
problem. 

Since squad sizes and goals are the same as in 
the Scenario A, the same set-up comments apply 


(as are given in Vol, 21, No* 1). Some small changes 
in the second half set-up will naturally have to be 
made if there are losses in the first. If there are large 
losses* cut back one group and hope. 

Since the focus of the scenario lies in being elite, 
what advantages do you have that can be parlayed 
into victory? Essentially, they appear small. The 
manpower given in the scenario gives a slight in¬ 
crease in morale (2.83 to 3,33 for the American 
player) which is offset by the extra LMG/BAR avail¬ 
able to the defense. As for the rules* a better chance 
to discard* usually after an action, is all you get. 
In contrast* your opponent has a reduction in morale 
imposed by the scenario and his inexperience will 
make it more difficult to discard per the rules. This 
translates into the use of certain cards and capabil¬ 
ities, Flanking movements* even at long range, are 
valuable because the defender will have to move to 
counter the flank and be much more susceptible to 
the discard of disadvantageous terrain. Wire and 
Snipers will be valuable* especially when they fol¬ 
low a fire attack. The main fear of the defender in 
this scenario would be a combination of Wire and 
other discards which leave a group pinned under 
a flank attack with no place to go. In reverse, the 
slightly poorer hand of the defender should make 
the attacker a bit less afraid to take chances in 
accomplishing his goals. 

The differences in morale must also be exploited. 
In the American versus German version of the 
scenario, the US morale goes up by one-half a point 
while the German goes down by the same amount. 
The overall effect is essentially that the attacker has 
an extra firepower factor. This makes low factor 
shooting more attractive and movement into the face 
of the enemy easier. Close Combat* a real oppor¬ 
tunity for the second half win* is also the domain 
of the elite player. 

For the attacker to win* then* he should press con¬ 
tinuously and force the defender to react to his 
moves* 

It's not easy being Green* as the defender will 
soon discover. His average morale is down quite 
a bit from the norm* and even his best man is rated 
no higher than “4", More significantly, his discard 
capabilities are restricted to about half the normal. 
Strangely* the German must show his discards to 
his naturally curious opponent. Consequently, use¬ 
less or “junk' 1 cards tend to accumulate in the hand, 
effectively inhibiting the defender's ability to 
accomplish anything. Meanwhile, the attacker is 
rapidly dumping even cards that are marginal. 

Fortuantely the attacker must beat you twice* and 
this is just enough to give you a reasonable chance 
to win. Knowing this, the defending player can play 
a little more boldly with his squad in the first half 
of the game. Once he loses, he gets the entire squad 
back* but the elite troops are gone for good. You 
can replace incompetence any day* but a valuable 
man is lost forever; a lesson that the German army 
learned well in WWII. 

Strategy for the defender is largely dependent on 
the cards he gets* but he should try to get to Range 
I at least in good terrain. Then he can hope for good 
Fire cards to harrass the enemy trying to reach 
Range 4. The two LMGs should be situated in 
different fire groups (the American BARs must be) 
to give cross fire capabilities. 

The defender should look upon this scenario as 
a challenge* do his best to win* and accept the results 
good-naturedly. After all* the inexperienced troops 
could always be resurreetd again and again. It will 
be a revalation to both players to see how UP 
FRONT handles the difference when green troops 
face battle-hardened veterans. 



EDITOR’S 

CHOICE 

AWARDS 

As is usual, the editors once again offer this 
nominations for the best article of the past 
volume (Vol, 21) year. And, as usual* the 
readership will decide the winner, who receives 
a lifetime subscription to The GENERAL , as well 
as a $100 bonus for their fine work. Please vote 
for only one of the nominees, and vote only if 
you have read all the articles nominated. Send 
this form (or a photocopy or facsimile) to our 
editorial offices. Eliminating those articles 
written by our paid staff members from con¬ 
sideration, we offer the following to select 
from: 

UP FRONT BY THE NUMBERS 
by Jim Burnett, No, 1 

TEST OF ARMS by Andrew Blauvelt* No. 2 
FORCE MARCH TO VICTORY 
by Neil Schwarzwalder* No, 2 
THE GRAND ART by W. Woon, No* 3 
’41 IS GONNA BE A GOOD YEAR 
by Nayyer All, No. 4 
WHICH WAY THE WITCH KING? 

by Paul Bolduc* No, 5 
BLITZKRIEG '85 by Jon Mishcon* No. 6 
LEBANON by Michael Anchors, No, 6 


WARGAMER’S GUIDE 
TO THIRD REICH 

It was inevitable that The Avalon Hill Game 
Company produce a “wargamcr's guide' 1 to the 
most popular grand strategic game of all time— 
THIRD REICH '* After two years of effort* two 
master players (Marcus Watney and Larry 
Bucher) have produced the finest guide yet 
published. 

More than simply a reprint of articles from 
the files of The GENERAL, this 48-page, full- 
color guide to the game contains many articles 
on strategy for the individual countries never be¬ 
fore published. The best of earlier articles have 
been updated for the latest edition of THIRD 
REICH and reprinted. A four-page "Question 
Box' 1 clarifies and expands upon the rules* while 
Don Greenwood shares with the readers a bit 
of the history of the development of this classic 
game. Tucked among the text are sidebars to add 
spice, covering such esoteric considerations as 
a Russian invasion of Turkey* calculating prob¬ 
abilities in combat, and a classic 3R contest. 
Drafted by the best players of this grand game 
around, every page is filled with informative 
hints and tactics* If you consider yourself a 
THIRD REICH expert, you’ll be impressed with 
the scope of this guide; if you’d like to be* you'd 
best get hold of a copy. 

Released to acclaim at ORIGINS '85* the 
WARGAMER'S GUIDE TO THIRD REICH is 
now available for order by mail direct from The 
Avalon Hill Game company (4517 Harford 
Road, Baltimore, MD 21214), Cost is $5.00. 
Please add usual 10% for shipping and 
handling—*20% for Canadian orders and 30% 
for overseas. Maryland residents please add 5% 
state sales tax* 




13 




SERIES REPLAY 

BANZAI, Scenario R 

American Player—Jim Burnett 
Japanese Player—Ron Whaley 
Neutral Commentator—Rex A. Martin 


Jim Burnett * as our long-time readers should 
know t is one of the masters of the UP FRONT system 
(as well as numerous other games). His article "UP 
FRONT By the Numbers" (VoL 21 * No. 1) is re¬ 
quired reading for anyone Interested in the most 
unusual card game around. Ron Whaley , a close 
friend of Jim 's, has been a war gamer for a dozen 
years, is a Pacific Theater expert, and has served 
as a playtester for UP FRONT/BANZAI. FlA TTOP, 
THE LONGEST DA Y and THIRD REICH. For 
myself, after years of being the butt of the hilarity 
in these replays t I decided to take a more passive 
role this time around. 

Pre-game 

Japanese: The Paratroop Drop (Scenario R) is one 
of our favorite BANZAI scenarios. Nothing is ever 
certain in any play ing of UP FRONT or BANZAI , 
and this scenario adds to the uncertainty by impos¬ 
ing an element of random chance on the initial set¬ 
up. The players do not know where the paratroops 
will land in relation to the enemy forces, or to each 
other for that matter. The paratroop player is re¬ 
quired to set up in four groups, so he can expect 
to be dispersed upon landing. Still, he may find, 
after landing, that he is quite close to accomplish¬ 
ing his victory conditions. He only needs to get five 
men in one group to Range Chit 3, 4 or 5—and it 
is possible for some to land at those ranges. In most 
playings, therefore, both forces become engaged 
early and fierce fire fights and close combat are the 
usual result. The pressure is intense on both sides 
from start to finish, and victory or defeat can hinge 
on the play of one card. This is an ideal situation 
for a Series Replay, 

The Japanese have a number of advantages which 
are unique to their nationality in BANZAI. They can 
play Movement cards without affecting their dis¬ 
card capability in any given turn; and they can dis¬ 
card printed or seenario-defined Cower cards in any 
turn regardless of the number of actions taken or 
other cards discarded. This enhances the flow of 
cards through the hand, always an important con¬ 
sideration in UP FRONT or BANZAI, and especially 
so for the Japanese who must make do with a four- 
card hand. The most striking characteristic of the 
Japanese is their superior squad integrity. The 
Japanese squad does not break until at least 75% 
of the men have been lost. This, coupled with the 
higher average morale values of their personality 
cards, means that the Japanese will not quit without 
a long, hard fight. 

The most unique play of the Japanese is the Banzai 
tactic. Simply by yelling "Banzai!" and playing a 
Movement card, the Japanese player can rally all 
the men of a group and have them automatically 
enter Close Combat with an adjacent enemy group. 
No rally cards are needed, and no cards are drawn 
for morale checks or infiltration attempts. But, this 
very powerful tactic is not without some very dan¬ 
gerous risks. Even when the Banzai group is already 
at relative Range 5 to the group it is attacking, it 
must wait one turn in Move status without benefit 
of concealment before entering Close Combat, If 
this group should be fired upon during Banzai, all 
PIN results are defined as K1A results instead. 


So, one may succeed with a Banzai attack against 
an unwary opponent once; but the next time the 
Japanese player may see his group virtually elimi¬ 
nated by the high Fire card his opponent has been 
saving for just that purpose. Making your opponent 
hold onto that Fire card for most of a game (in effect 
reducing the size of his hand) is often your best em¬ 
ployment of the Banzai tactic. Yet, there are cer¬ 
tain times when the Banzai should be used. 1 hold 
those to be when enough of the opponent's men are 
pinned to prevent any effective fire, when you know 
your opponent doesn't have a Fire card, or when 
you have no other chance to win. 

Although Jim and I have played this scenario 
several times, I have usually played the American 
side, so I don't know his tendencies in this situa¬ 
tion. As the American, I have usually employed two 
four-man groups and two two-man groups. He 
seems to like that arrangement, so I'll make my 
plans based on it. If I am wrong, it won't really 
affect my initial plans anyway, 

I must form at least three groups, because he will 
have four and could too easily flank a two-group 
squad. Ell form a fire group around my machine 
gun in “B'\ a high morale maneuver group in “C*\ 
and another, weaker group in “A". Although Group 
A is weak, it should not be a target for much of 
his fire and should not be required to move very 
much. 

I get to draw and place range chits on his four 
groups to simulate the paratroop drop, I shall attempt 
to place low-numbered range chits on any four-man 
(or otherwise strong) groups in hopes of keeping 
them far from the "‘winning" ranges for as long 
as possible. Any two-man or weak groups shall be 
placed at close ranges where they can be attacked 
and neutralized as quickly as possible. Most impor¬ 
tant of all, I must insure that no adjacent groups 
begin at the same range. 

One cannot make detailed plans of action in UP 
FRONT because of the myriad uncertainties in¬ 
volved, but a guideline for future actions can be for¬ 
mulated, I want to advance to Range 2 or 3 so as 
to bring my highest firepower to bear on his groups 
as they approach Range 3. Group B shall attempt 
to reach and maintain a good firing position. Group 
C shall attempt to counter any flanking moves, and 
shall look for opportunities to infiltrate his groups. 
Group A will move more cautiously, try to survive, 
and help out when it can. 1 must use the Wire, 
Stream , and Marsh cards I get to delay him as much 
as possible. Sniper targets are his squad leader and 
whoever has the BAR. Time is on my side, so any 
actions which use up cards are usually favorable, 

Jim is an extremely tough opponent who always 
makes the most efficient use of the cards that come 
his way; I must do the same to have a chance of 
winning. 

American: When looking for a scenario to replay 
for UP FRONT/BANZAL we wanted one which 
would be instructive, fast, and fun. The Paratroop 
Drop (R) has always fulfilled these requirements for 
us. The sides were chosen by random draw—a 
method which worked well in this case since Ron 
is a good defensive and Japanese player where I 
prefer to be the paratrooper. This leads me to expect 


a tight game, where all decisions will be crucial . . . 
right from the start. 

The setup for the paratroop player in this scenario 
is relatively easy, compared to other scenarios. The 
only real decision is group composition and even 
this is made less of a chore if the attacker has the 
Americans. Since there must be four groups and 
each group must contain between two and four men, 
the choice is obvious, A 2-2-4-4 grouping will be 
used. We will hope that the final order brings one 
of the four-man groups to Range 3 in advantageous 
terrain. We will then try to get one of its neighbors 
to the same range and transfer a man for the win. 
This all sounds easy. 

There are several problems. If the four-man 
groups are at long range and the two-man at short, 
it will take considerable time for the movement-poor 
US to get to Range 3. As a matter of fact, they may 
find that the Japanese have beaten them there. By 
this time both two-man groups will have suffered 
casualties and it will be an easy matter for the 
Japanese to dispatch three more Americans for the 
win. On the other hand, if the four-man groups are 
dose to the enemy, we can but hope he is lacking 
good Fire cards. The ideal draw would be both four- 
man groups adjacent, close to Range 3, and in good 
terrain. A small further US advantage is that the 
American BAR does not require a crew and thus 
I have one extra turn of fire. As usual, both players 
will hope for luck and the winner will be the one 
who makes the most of what comes his way. 

The other opening factor is terrain. With five 
Building cards gone from the deck, we are still left 
with 25 favorable cards (counting Marsh), Since one 
of the US advantages is the large hand, we can 
expect to draw one terrain card. This will be placed 
on the group in the greatest need. Note that this, 
too, is variable. A two-man group at Range 5 may 
be sacrificed to allow the other groups to attain suc¬ 
cess, A few terrain cards deserve special mention. 
Of greatest value is the Gully card. This card will 
allow the paratroops to get to Range 3 under cover 
if the defender lacks a hill. 

Next is the Woods, This card is of questionable 
value to the defender. The chance of a wound must 
be balanced against the favorable terrain modifier. 
Obviously if thrown, it must be put on a large group, 
and at long range. All in all, it should not worry 
the attacker—at least not nearly as much as Stream 
or Marsh. These are both deadly to the paratroops 
—with the lone exception of Marsh at Range 3 when 
it becomes qualifying terrain. 

We must also deal with the expectations of the 
enemy. He will most assuredly have three groups, 
but whether the setup is a semi-balanced 4-5-4 or 
the heavy 2-5-6 is in question. Obviously, his de¬ 
cisions will be based on a gamble on my placement. 
All in all, the large number of Japanese Movement 
cards allows for quick re-organization. This goes 
early and my Group A is dose and strong, 1 do know 
that Ron is a wily defensive player and is not afraid 
to advance if he can get to the Range 3 terrain be¬ 
fore Ido. 1 also must watch out for a quick Banzai 
against a close-range squad that is isolated. 

Having said all this, my composition is as shown 
in the chart. This gives me one short-range fire 




14 


group, one high-morale long-range fire group, and 
two small croups. The setup I hope for is 04 = Group 
A at RR-0/1, 01 = Group B at RR-4/5, 02 = Group 
C at RR-2/3, 03—Group D at RR-2/3. The real risk 
to this setup is the very low morale of Group 01. 
They will be the sacrifice. 

Remember that a maxim of paratroops is that 
20-30% casualties are to be expected. However, 
these are worthwhile only if the final objectives are 
attained. 

The para-drop scenario is one of fast-paced 
action , quickly embroiling both players in reacting 
to unforeseen threats. It lends to encourage close 
combat and high-firepower attacks, simulating the 
landing of an elite squad nearly on top of the post - 


tions of an awakening enemy. Since coherent plan¬ 
ning before play begins is virtually impossible , 
Scenario R rewards the player best able to take ad¬ 
vantage of the ever-changing situation. Using the 
cards that come your way to their fullest potential 
(i. e ., cycling cards quickly through your hand with 
few wasted discards and making the most effective 
attacks and movements) wins the game. It is the 
ultimate scenario for the opportunistic player, and 
one that / especially favor, 

Looking at the initial set-ups, Ron has stationed 
the Japanese in a posture identical to my preferred 
placement. A strong firehose, with maneuvering 
Close Combat oriented groups on either side, 
dominates the field „ One of the flank forces—Group 
C (being so placed to engage the majority of the 


enemy)—is composed of the staunchist sons of the 
Rising Sun. Their high morale should get them to 
the enemy and into Close Combat; their close com¬ 
bat values should best any single trooper on the 
American side * The lesser force in Group A are the 
' 'expendables ' l . Maintaining pace with Group C in 
advancing on the paratroopers t they should draw 
some fire away from the other groups, despite the 
fact that their options are limited to assaulting the 
enemy groups A and B. I never hesitate to use a 
Banzai if this group becomes pinned, even if a couple 
of ranges separate them from the enemy. That 
charge across open ground should be so tempting 
a target your other two groups will be fairly free 
to operate during it. Finally, if Group A gains Range 
Chit 3 it can be converted into a moderately effee- 


JAPANESE 

Group A is composed of, in order, 09—012—010—011 

Group B is composed of, in order, 05—08—013—03—01 

Group C is composed of, in order, 06—07—04—02 

Turn Group A Group B Group C 

Range/Terrain/Position 

01 O/Op/2-2-3-3 0/Gp/3-3-3-*L-6S 0/Op/4-4-5-5A 

Hand 

1/2/3/4 

R4/C3/F6 17 /HE 

Action 

A/B/C 

— /W— 

Discard 

R4/C3 


02 

0/Gp/2 -2-3-3 

0/Op/3 -3 -3 -4 L -6S 

0/Op/4-4-5-5A 

Cl/F5"/F6 77 /He 

—/F6-C/— 



l 03 

Q/Op/2-2-3-3 

Q/Qp/P-3 *3-4L-6S 

Q/Op/4—4-5*5 A 

Cl/F'VHe 

—/—/— » 

Cl/- 


04 

0/Op/2-2-3-3 

0/Op/P-3-4L-6S 

0/Op/4-4-5-5 A 

Wo/F6 l7 /Gu 

—/—/— 

Gu/F“ 7 


05 

O/Op/2-2-3 3 

0/Op/P-3-4L-6$ 

O/Op/4-4 5-5A 

M/Wo/MFl/MFl 

IMF/—/MF 



06 

0/Op/ML/2-2-3-3 

0/Gp/P-3-4L-65 

l /Op/MF/4-4-5-5 A 

Wo/Wo/MCl/MFl 

Wo/—/Wo 

—/— 


07 

O/Wo/2-2-3-3 

0/Op/P-3-4L-6S 

1/Wo/4-4-5-5 A 

F3’/F4*/MC 1 /MF1 

F3-A/F3-A/— 

—/— 


08 

O/Wo/2-2-3-3 

0/Op/P-P-4L-6S 

1/Wo/4-4-5-5 A 

Rl/F3 3 /MFl 

F0-A/R1/— 

—/— 


09 

O/Wo/2 2-3 3 

0/Op/P-3-4L-6S 

|/Wo/4-4-5-5A 

R2/F4’/C2/MFt 

—/R2/MF 

— / — 


010 

O/Wo/2-2-3-3 

O/O p/3 -3-4L-6S 

2/WO/MF/4-4-5-5A 

Cl/F4 9 /C2/Bl 3 

—/F3-C/— 

Bl 3 /— 


011 

O/Wu/2-2 3 3 

Q/Op/3-3-4M-65 

2/Wo/MF/4-4-5-5A 

Bl 2 /C2/M 

— /MF/Op 

— / — 


012 

O/Wo/2-2-3-3 

1 /Qp/MF/3-3-4M-6S 

2/Op/4-4-5-5A 

F2 3 /Bl I /Wi 

—/-/IN(C) 

B1V— 


013 

G/Wo/2-2-3-3 

l/Op/MF/3-3-4M-6S 

2/Op/4-P*5-5Al 

F2VRA/Wi/M 

MF/— /— 

Wit— 


014 

l/Wo/MF/2-2-3-3 

I /Op/MF/3 -3 -4M-6S 

2/Op/P-5-5 AI 

F2 3 /RA/Cw/MF1 

F4-A/—/RA 

—/— 


015 

I/Wq/MF/242-3-3 

1 / Op/MF/3-3^4M-6S 

2/Op/4-5-5AJ 

Sn/Wa/Cw/MFl 

—/— f — 

Sn/Cw 


016 

l/Wo/MF/2-2-3-3 

l /Op/MF/3-3 -4M-6S 

2/Op/4-P-5AI 

Gu/Wa/R3/MF1 

Gu/Wa/R3 

—l— 


017 

1/GW2-2-3-3 

l/Wa/3-3~4M-6S 

2/Op/4-5-5AI 

F6'VF2*/C1/M 

MF/RE/IN(C) 

—/— 


018 

l/Gu/ML/2-2-3-3 

l/Wa/3-3-4L-65 

2/Op/4-P-5AI 

F6 ,6 /F2 6 /R5/Br 

Br/FO-A/CC-C 

—/— 


0J9 

1 /Br/P-P P-P 

t/Wa/3-3-4L-6S 

2/Wa/P-5A 

F6 l VF4 ,3 /R5 

R5/F2-A/ — K 



020 

l/Br/P*P-P-P 

l/Wa/3-3-4L-6S 

2/Wa/P-5A 

F6'*/F2VWo/MRl 

—/Fl-A/tNfB) 

—/— 


021 

l/Br/P-P-P-P 

l/Wa/3-3-4M-6S 

2/Wa/P-5A1 

F6‘«/F5"/Wo/M 

— /re/CC-B 

—/— 


022 


l/Wa/3-3-4M-6S 

2/Wa/P-5AI 

FG’VFS'MWo 

—f — 

Wo/F6 16 


023 


!/Wa/3-3-4M-6S 

2/Wa/P-SAl 

Gu/F5 ,1 /F6”/M 

MF/— 

F5 M /F6” 


024 


2 / W a/M F/3-3 -4 M -6 5 

2/Wa/5AI 

Gu/M/flVFl 4 

GU/F1-B 

i 


025 


2/Gu/3-3~4M-6S 


Cw/M/F2*/F6" 

BANZAI 

F2VF6'*/Cw 


#26 


2/Gu/3-3-4M-6S 


M/Bl 3 /Br/F2 3 

CC-B 

—/— 


JAPANESE SQUAD BREAKS ON HIS TURN #26 






























































15 


live jirebase > if given some defensive terrain. It is 
the sacrifice, or the firebase, or the close combat 
specialists—depending on developments. 

Group B should seek good defensive terrain (en¬ 
trenched on a hill, woods , building) at Range I. 
Their field offire, especially from the hilltop, can 
dominate the play. Since so much of this scenario 
is fought at relative ranges 2 and 3, their firepower 
permits use of the majority of the Fire cards in the 
deck (25 of 48 at RR2; 35 of 48 at RR3). For any 
player with a four-card hand this is vital ; since you 
can afford to hold any card for only a short time 
in your hand, you must seek to maximize your 
opportunities to play it. In Scenario R, this means 
moving the Japanese firehose forward a short ways, 
giving it protective cover, and keeping it in place 


except in dire emergency (in my terms, only if 
flanked or in otherwise imminent danger of losing 
the game). Then fire on anything that moves; the 
paucity* of American movement means that you may 
well be able to—after eliminating the nearest 
group—pin him long enough to see three decks 
pass. 

No, I can V fault Ron’s deployment of his defen¬ 
sive forces. He has them placed to take advantage 
of the American drop, regardless of where it lands. 
His spread of the maneuvering groups allows them 
to work nicely in conjunction with the fir chase. 'The 
American should be facing multiple threats to his 
forward group. Jim, on the other hand, has some 
dangers inherent in his placement of dropping 
Americans t with few concommitant advantages. 


For the American paratroopers, I adopt a some¬ 
what different tack than Jim . To spread the threat 
to them, as well as from them, I prefer an American 
descent in four three-man groups. One consists of 
the three Thompsons (Martin, Degi and Moores); 
the others each hold two rifles and a BAR or 
carbine. This set-up works well against the Japanese 
(and can be devastating against the Germans). In 
essence, what 1 am looking for with the Americans 
is an opportunity' to form a large group by combin¬ 
ing two of these. They may be formed at Range 3 
(which is rare) or formed further back and then 
advance to Range 3 for the win. Each has enough 
firepower to hold its own. The closest group (s) to 
the enemy will provide cover while I advance with 
those furthest from the action; the close-in 


AMERICAN 

Group A is composed of, in order, #7 —#8 

Group B is composed of, in order, #27—#26—#17 —02 

Group C is composed of, in order, #5 —M 

Group D is composed of, in order, #11— #9—#3—#18 


Turn 

#1 

Group A 

4/Qp/2-3 

Group B Group C 

Range/Terrain/Posi tion 
-1/Op/ 2/Op/3-3 

2-2-3-3A 

Group D 

0/Op/ 

3-5-4B-5S 

Hand 

1/2/3/4/5/6 

Action 

A/B/C/D 

en/MF/MF/MF 

Discard 

#2 

4/Op/2-3 

O/Op/MF/P-P 

2-2-3-3A 

3/Op/MF/ 

1/Op/MF/ 

3-5-4B-5S 

F2 : /F3 6 /Wa/MFo/F2‘/F6' 1 

F1 -B/M F/Wa/OP 


#3 

4/Op/2-3 

1/Op/MFMF/ 

2-2’3-3A 

3/Wa/P-P 

1/Op/ 

3-5-4B-5S 

F2*/F3‘/Hi/Ma/R3/Cw 

en/Hi/R3/F2-B 

” /_ 

#4 

4/Op/2-3 

-1/Hi/ 

2-2-3-3A 

3/Wa/3-3 

1/Op/ 

3-5-4B-5S 

Hi/F3 6 /Cl/Ma/R2/Cw 


Cw/F3 d 

#5 

4/Op/2-3 

1/Hi/ 

2-2-3-3A 

3/Wa/3-3 

1/Op/ 

3-5-4B-5S 

Hi/Sm/C 1 /Ma/R2/Br 


Ma/Br 

#6 

4/Op/2-3 

1/Hl/ 

2-2-3-3A 

3/Wa/3-3 

1/Op/ 

3-5-4B-5S 

Hi/Sm/Cl/F4 !l /R2/Sm 

en/Sm/—/en 

—/- 

#7 

4/Op/P 

1/HiSm/ 

2-2-3-3A 

3/Wa/3-3 

1/Op/ 

3-5-4B-5S 

Hi/Sra/Cl/F4“/R2/F2 1 

R2/Sm/Fl-B/EN 


#8 

4/Op/3 

1/HiSm/ 

2-2-3-3A 

3/Wa/3-3 

1/OpEn/ 

3-5-4B-5S 

Hl/MFo/C3/F4 u /R5/F5 15 

—/—/—/MF 

F5 15 /— | 

#9 

4/Op/3 

1/HiSm/ 

2-2-3-3A 

2/Wa/3-3 

BMM 

MF/3-5-4B-5S 

Hii'M/F5’VF4’VR5/Rl 

en/MF/—/Hi 

-/- 

#10 

4/Op/3 

1/HiSm/MF/ 

2-2-3-3A 

3/Wa/3-3 

2/Hi/ 

3-5-4 B-5S 

Sm/MFo/F5WF4“/R5/Rl 

en/Sm/—/F3-C 

“/“ 

#11 

4/Op/3 

2/HiSmSm/ 

MF/2-2-3-3A 

3/Wa/3-3 

2/Hi/ 

3-5-4B-5S 

F3VMFO/F5 l3 /F2VR5/R 1 

EN/MF/F1-C/F3-C 


#12 

4/GpEn/3 

3/HiS m/ 
MFMF / 

2-2-3-3A 

3/Wa/3-3 

2/Hi/ 

3-5AB-5S 

M/F2 7 /F5 1 J /Wo/R5/R 1 

MR/Wo/—/F3-C 


#13 

3/Gp/MR/3 

3/WoWi/ 

2-2-3-3 A 

3/Wa/3-3 

2/Hi/ 

3-5-4B-5S 

M/Sn/F5‘VHe/R5/Rl 

ML/F4-C/-/EN 

W— 

#14 

3/Op/MR/ 

TM/3T 

3/WoWi/ 

2-2-3-3A 

3/Wa/3-3 

2/HiEn/ 

3-5-4B-5S 

Sm/Sn/Br/He/R5/R l 


Br/Sn 

#15 

3/Br/3 

3/WoWi/ 

P-2-3-3A 

3/Wa/3-3 

2/HiEn/ 

3-5-4B-5S 

Sm/Cw/C2/F3 T /R5/Rl 

EN/R1/—/F4-C 


#16 

3/BrEn/3 

3/WoWi/ 

2-2-3-3A 

3/Wa/3-3 

2/HiEn/ 

3-5-4B-5S 

Sm/Cw/C2/F2*/RS/Br 

—/F2-C 

C w/— 

#17 

3/BrEn/3 

3/WoWi / 
2-2-3-3A 

3/Wa/3-3 

2/HiEn/ 

3-5-4B-5S 

Sm/R4/C2/B1VR5/Br 

—/$m/—/— 

Br/ — 

#18 

3/BrEn/3 

3/WoWi/ 

2-2-3-3A 


2/HiEn/ 

3-5-4B-5S 

Cw/R4/C2/Bl 3 /R5/F6 14 

—/F3-A/— 

Cw/— 

*19 

3/BrBn/3 

3/WoWi/ 

2-2-3-3A 


2/HiEn/ 

3-5-4B-5S 

M/R4/Sm/Bl 3 /R5/F4 7 

ML/Sm/F4-A 


#20 

3/Br/TM/3T 

3/WoWi/ 

2-2-3-3A 


2/HiEn/ 

3-5-4B-5S 

M/R4/RA/B1 J /R5/FS 11 

TM /—/MF 

-/- 

American Group A melded with Group B with lateral 

#21 3/WoW V 

2-2-3T-3-3A 

man transfer, 

3/Hi/MF/ 

3-5-4B-5S 

M/R4/RA/Br/R5/Cw 

—/—/1N(C) 

Cw/— 

#22 


3/WoW it 

2-2-3-3A 


3/BP/ 

3-5-4B-5S 

Gu/R4 / RA/Br/R5 /F 3* 

—/Fl-B/CC-C*" 

“/“ 

#23 


3/WoWi/ 

2-2-3-3A 


3/B1V 

3I-5-4BI-5S 

Gu/R4/RWBr/R5/R3/R5 

—/R3/CC-C 


#2.4 


3/WoWi/ 

P-2-3-3A 


3/BI 2 / 

3I-5-4BI-5S 

G u / R4/R A / F7 17 /R5 /F 3 4 / R5 

_/-/- 

R3/Br 

#25 


3/WoWi/ 

2-2-3-3A 


3/BD/ 

3-5-4B-5S 





AMERICAN SQUAD BREAKS ON JAPANESE TURN #26. 











16 


paratroopers may even engage in a fighting with¬ 
drawal if dropped at relative range 4 or 5. 

Instead, Jim favors the "weak-strong " placement. 
Two weak groups and two strong groups. Unfor¬ 
tunately, this means that one of two things will 
happen against the Japanese. Either the two two- 
man groups (individually unable to defend them¬ 
selves sufficiently in either close combat or fire fight 
situations) are going to be eliminated , or the enemy 
will drop one four-man group nearby and proceed 
to pound it * Now this is certainly true regardless 
of the set-up; some groups will drop near and some 
out of the action. But, with three-man groups, less 
is at risk and they are tougher to kill off\ Rather 
than losing four men , the American may well only 
lose three, Thirty percent casualties I can accept 
as the paratrooper * 

With Jim’s division of forces* Ron is going to know 
exactly where the fire against him will be coming 
from (after all , even at the best , the two-man groups 
have only six factors at point-blank range) and be 
able to anticipate it (since the four-man groups will 
be running ahead to get into the fray, they wilt have 
to stop before they can put out any effective fire). 
Too. he should be able to anticipate Jim's threats 
to win the game. The American *s best chance for 
victory in this scenario is to pose multiple repealed 
threats to form a five-man group (it being nigh im¬ 
possible to break the Japanese quickly). Jim’s loss 
of Group A means that these must come via the 
potential transfer of one man from C to either B or 
D. Unfortunately, both the latter have a way to go 
(strewn with Wire , Stream, Marsh and swept by fire) 
to get there. Three-man groups would have amelio¬ 
rated this somewhat (J'd expect the Japanese to 
place the Thompson group and the BAR group well 
hack), and opened up the play for the American. 

On the other hand, good cards and good card play 
can make up for almost any awkwardness in set¬ 
up. Let s wait to see where Jim’s forces end up after 
placement of range chits and terrain . 

American Set-Up 

The Japanese player makes quick decisions on the 
random placement of range chits; a weak two-man 
group becomes Group A at Range 4; the low-morale 
four-man group is placed at Range — 1 as Group 
B; the other two-man group is Group C at initial 
Range 2; and the strong firebase is Group D at 
Range 0. Neither player places initial terrain, a most 
unusual situation. 

The draw for the set-up has turned into a semi- 
disaster for the paratroopers. The groups are very 
close to the positions Jim had hoped for. but the 
ranges are terrible. Group A is acceptable at close 
range since one group will have to be a throw-away 
to draw fire, anyway. What does hurt is that his two 
larger groups are both at long range and are 
separated. Jim may have to get Group C to Range 
3 just to hold off the Japanese and then move B and 
D up as fast as possible. The thing he must hope 
for is that Ron concentrates on Group A while all 
of this is going on. The Japanese 4-5-4 set-up 
actually helps Jim at this time due to the Ron *s im¬ 
mediate threat against A; who among us could pass 
up such an opportunity (and so give the enemy a 
couple of turns moving up B and D unhindered) ? 

A favorite tactic of mine when playing the defender 
in Scenario R is to place a substantial enemy force 
(usually the four-man force) adjacent if the chit draw 
allows it. Then use any Fire cards available or seek 
to overwhelm it with infiltration and Close Com¬ 
bat. It is perfectly possible that it wilt be quickly 
decimated. The enemy options for the group are very 
limited — stand, fight and die. or retreat. Both tend 
to concentrate his attention, meaning other groups 
are minimally active. And, should you wipe out his 
four-man force (which quite often contains either 
the $L or ASU— read your victory conditions 


closely) r your opponent’s chances of winning the 
game become very limited, as do the options for his 
remaining groups. 1 might have, for example, con¬ 
sidered placing Jim s Group B at RR 4 (or RR 5} 
and then hit it with everybody possible over the first 
few turns. With the Japanese and their high move¬ 
ment potential, this ploy works very nicely. At the 
very least, it can throw the partroopers into a tizzy. 

Another point. I like to place the enemy Group 
B as the nearest, despite its composition. With a 
modicum of luck, regardless who the combatants 
are, it should be either severely damaged or forced 
to retreat, so using valuable Movement and Rally 
cards. By doing so, if eliminated in the course of 
these first few crucial turns, you have opened a gap 
between his Group A and Group C—one that you 
may be able to exploit given the opportunity. Since 
Group B is usually the defender *s firehose, you in 
the process relieve some of the threat to your own 
major asset. Instead, looking at Ron s placement 
of range chits, we find only Group A (a low-morale 
throw-away) under punishing attack and only by two 
defending groups. At the very least, ! would have 
placed Group C at the closest range ; the elimina¬ 
tion of this two-man group would have opened a 
gap between the American four-man groups. 

Looking over the events of the placement, here 
is where Ron reveals his strategy to Jim (so allow¬ 
ing Jim to anticipate his play). He obviously plans 
to kill off the two two-man groups. This means he 
must operate against two separately moving 
targets—rather than one large target. In effect. Ron 
is locked into his strategy, losing the flexibility he 
should instead be promoting. He has left the four- 
man groups free to operate, so conceding the in¬ 
itiative to Jim during the initial turns. A move by 
either Group B or Group D up to Range 2, followed 
by the transfer of the two men on C, means Jim is 
but one small step from winning. If that transfer is 
to Group D, Ron has a serious problem. By paus¬ 
ing to fill to a pat "movement ” hand (for the 
Americans—Smoke t Concea Im ent, Mo vem en t , 
Terrain), the gods favor Jim 5 victory. Meanwhile 
Ron must quickly deal with American Group A, then 
rush forward to kill off Group C—coming under 
covering fire from American Group D and/or B in 
the process. In this situation, a Gully card in Jim ’$ 
hand becomes a game winner . Indeed, with his flex¬ 
ibility and Ron s inflexibility, many cards in his 
hands are potent. I've a feeling Ron f s going to be 
battered by repeated game-winning situations from 
Jim. 

The fact that neither player placed terrain follow¬ 
ing the deal is ironic. This might have aided Ron * 
gracing him with a hilltop to quickly eliminate Group 
A, a marsh/stream to slow the approach of the "big 
boys *woods to play on one of the four-man groups 
in hopes of injury, or even gullys (if only in order 
to control placement of these boons to the 
American). Only a marsh or stream from Jim could 
annoy him. But looks like this para troop squad 
landed in a field, and both attacker and defender 
will scramble for whatever cover they can find when 
the bullets fly. 

In looking at the situation before ever a card is 
played * I’d say that the Japanese placement is 
superior but their strategy perhaps fatally rigid. 
Meanwhile the Americans commence spread out, in 
open terrain, but with some interesting opportuni¬ 
ties to adapt all this to their advantage. I d expect 
a close game . . . unless Lady Luck intervenes. 

Turn I 

Japanese: The first two range chits I drew for his 
groups were high ones, and gave me quite a scare. 
If the last two had been high ones also, this would 
be a very short game. Fortunately, the odds were 
in my favor and I have made out very well. His four- 
man groups are placed well back from the action, 
and his weak groups are up close where I can begin 


their elimination. All I need now are some good 
cards to work with , - . 

Although these are usually considered good cards 
and I would like to use them later in the game, they 
are useless to me now. The Fire card requires 17 
firepower factors and the best I can muster is 16 
by using the Hero card with Group B. I cannot 
double the light machinegun's firepower because 
the Hero card has a red RNC, There are no terrain 
or Movement cards in my hand, either; Faced with 
this situation and this hand, I have no action 1 can 
perform. So I must discard two and hope for better 
cards. I’ll keep the Hero and the Fire card in hopes 
that I can close the range on his Group A soon and 
then fire on them, 

American: After making my draw, I cannot com¬ 
plain about the cards I have. Except for the large 
Fire card, the Move cards were nice and should be 
helpful immediately. The start will not be too bad 
if I just draw terrain and Rally cards on the next 
turn. The thing the paratroop player must always 
worry about is that first turn 4 'in the air”. If I can 
avoid being hurt here, the game is off to a good start. 

I am initially fortunate. Ron's two discards mean 
I get a free turn without being fired upon. If he drew 
no Fire cards this time, all will be very good. 1 will 
move Groups B, C and D and hope to get terrain 
cards next turn. I feel that I am only taking a real 
chance with my Group C. Fire and Wire are all I 
fear—for now. 

Looking at the first turn, 1 am rewarded with a 
great yawn. The Japanese discarded, poorly at that: 
and the Americans passed up the opportunity to open 
the fireworks. 


Series Replay—BANZAI 

Abbreviations: 


Terrain: Br 

- 

Brush 

Be 1 

= 

Building ~2 

Bg 1 

= 

Building -3 

Gu 

- 

Gully 

En 

= 

Entrenched 

F! 


Flanked 

Hi 

= 

Hill 

Ma 

- 

March 

5m 

m 

Smoke 

; St 

= 

Stream 

Wa 

= 

Wall 

Wi 


Wire 

Wo 

- 

Woods 

Op 

= 

Open 

Positions; 

- 

Morale. Good Order 

A 

== 

ASL 

c 


Crew 

1 

= 

Infiltrator 

L 

- 

LMG 

B 

- 

BAR 

M 


Malfunction 

i P 

= 

Pinned 

i S 

= 

SL 

T 


Transfer 

U 

- 

Unarmed 

W 

- 

Wounded 


Cards: C* 

= Concealed, Value 

Cw 

= Cower 


— Fire, Strength with Requisite FP as exponent 

HE 

- Hero 

M 

*= Movement 

MFo 

=■ Movement, Ford 

MF1 

= Movement. Flank 

Rif 

Rally 

! Sn 

= Sniper 


Actions: AA 

“ Weapon Acquisition 

CC 

= Close Combat 

EN 

= Entrench 

IN 

= Infiltrate 

ML/F/R 

= Movement Lateral/Forward t Re treat 

TM 

- Temporary Movement 

RE 

— Repair 

SC 

= Sniper Check 

F#T 

= Fire Attack. Modified Strength—Target 

— 

= No Action 

iNore: tower case 

type indicates failed attempt.) 




17 


Ron, given the nature of his hand, really had no 
option but to discard. However, his choice of what 
to remove as deadwood couldn 7 have been poorer. 
In UP FRONT, the choice of one's discards are as 
crucial as any play you may make ♦ The Japanese 
tossed a high Rally card and a high Concealed card. 

I seriously question his retaining the high Fire card, 
and to a lesser extent the Hero , Both the R4 and 
the CS are "multi-purpose cards * \ being useful if 
one wants to engage in a firefight or if one wants 
to move (as welt as being rather nice for any defen¬ 
sive player). The F6 is very limited; Ron is assum¬ 
ing that he ’ll be able to use it, while the others are 
guaranteed to be played at some point in the early 
stages. The Hero is, at best, questionable; nice to 
have, but not to hold in a four-card hand. On the 
other hand, the Rally and Concealed cards are never 
“useless"! 

Jim’s play is also fairly obvious—but a couple of 
points can be made. Why, for instance, does Group 
A pass up an opportunity to fire to make a prob¬ 
lematic entrenchment attempt? With the ‘*2" attack, 
Jim has a fair shot at breaking at least one man in 
Japanese Group A, and a middling chance at break¬ 
ing someone in Group B with an unmodified attack , 
This would pin either in open ground for another 
couple of turns. Digging in without providing cover¬ 
ing fire for his moving forces is an "ostrich" 
strategy > Too, it would have given him one more 
draw from the deck for his limited hand. It would 
have cycled more cards through the deck to get those 
Buildings into play. And it might have focused 
Japanese attention on his own Group A, which is 
a sacrifice in any case , There is not one solid reason 
I can think of for passing up this attack this turn 
(and possibly forever if Ron decides to decimate 
American Group A). 

Now, turning to the movement, I’ve no quibble 
with the movement of Group B or Group D. But the 
dash forward with Group C is criminal. He is put¬ 
ting Group C in harm J i way to no avail. Better to 
hold it back, entrench it and wait for the bigger 
groups to arrive. Worse, the American has, at this 
point, no Rally cards and no terrain for them to go 
into! Group C is much too tempting a target. He 
is playing into the Japanese’s hands , Never count 
on your enemy being void of a card that can hurt 

Turn 2 

Japanese: Now 1 know why I had no Movement 
cards. Jim has them all, £ had some consolation in 
his poor initial position and his lack of terrain , but 
that was short-lived as he is now on the move. He 
probably will have some decent terrain cards to play 
next turn, also. Meanwhile, I seem to have taken 
root here in the open. 

I now have the capability of firing from Group 
B at either his Group A or Group C. Because Group 
C is moving, the + 1 modifier allows me to use the 
fire strength of "6”. That gives me over a 40% 
chance of killing at least one man as opposed to 
approximately 33% of the same against Group A. 
So I will fire at Group C. 

Drat! Both managed to survive, though pinned, 
and a nice ‘‘Rally 6” card goes by during fire 
resolution, 

American: As was feared, he did draw a Fire card. 
Group C takes it on the chin, but fortunately they 
are only pinned. They will just have to duck here 
and hope any follow-up shots are not killers. 

Group C will hide behind a Wall and Group D 
will waste the unusable Fire card as Open Ground. 
Group B keeps moving, hoping to get to closer range 
without intercepting any fire. Group A will open 
fire this turn, hoping for a little luck. This also 
means I use four cards, a benefit since some of the 
ones I need later may come up in this draw. He plays 
a Concealed on my fire. This really hurt since all 
I got was one pin, and without the concealment that 
would have been a KIA, 


The exchange of fire was mutually damaging, but 
the American—given the contents of his hand and 
the position of his groups—has the edge by the end 
of the turn , 

Since the American presented him with such a 
golden opportunity to punish Group C, which is 
seemingly rushing forward to embrace their doom, 
Ron hurls some lead at it (Fire 5, +1 enemy mov¬ 
ing). Only mischance keeps the American Group C 
viable; at the very least, Jim must now try to save 
it with rally or terrain cards which might have been 
more useful elsewhere, Ron’s other Japanese, 
however, stand around doing nothing. Why did not 
his Groups A and C, who seem stuck in the open, 
at least try to entrench. It never hurts (especially 
when on defense), shortens the game by a couple 
of cards, and could even help is Ron can't find 
Movement cards. 

Jim ‘s continued movement of American Group B 
is a low-risk decision, since the only thing that can 
hit it is the Jap machinegun, and that with only a 
"2" attack at best. If the Americans can get these 
Thompsons into play, they are deadly. If hit, well 
. . . e’est La vie/ this is in best paratrooper tradi¬ 
tion, The simultaneous play of Wall and Open 
Ground are standard. But now Jim tardily opens 
up with Anderson and Burke (Fire 2, —1 conceal¬ 
ment) on the Japanese fi rebase. And, as expected, 
they pin a man and strip out a Concealed card ♦ 
Despite Jim r s protests, a KIA was simply too much 
to hope for. 

With the draw to refill his hand, the American 
has nice flexibility. He has two middling-level Fire 
cards (which could be combined nicely) which will 
certainly be usable in the near future . A hill for his 
moving group, a couple of Rally cards, and a marsh 
to plague the Japanese with. Despite his broken 
Group C, Jim is in great shape for this early in the 
scenario. Ron has meanwhile boxed himself with a 
poor discard and ignorance of the basic use of 
shovels for exposed men; he will soon pay for his 
lack of defensive acumen. 

Turn 3 

Japanese: He’s not risking very much by playing 
another Move card on Group B because he’s too 
far away from me anyway. The “weak” Group A 
manages to pin one in my Group B in spite of my 
Concealed card. 

There is no need to use the Hero card to rally my 
pinned man now, because I’ll be able to do that prior 
to any fire resolution that may happen next turn. 
And I may draw a Rally card. My lack of Move¬ 
ment cards is really beginning to hurt because 1 can’t 
get any of my troops into covering terrain. So, 1 
shall discard and hope, once again, that I can draw 
a Move card. 

American: All he does is discard—a real break for 
me. He still does get to draw two cards thanks to 
the concealment play, but I did need the respite. I 
will continue to fire at Group B. this time with my 
Group D, This will allow A a chance to Entrench; 
one which they promptly fail. The cowards in Group 
C are rallied and B climbs on the Hill. I hate to waste 
this card at this time, but I expect him to start mov¬ 
ing soon and need to prepare against that. The fire 
was a good thing for me this time. He Heroed the 
pinned man, thus saving me from a future double 
fire attack. The results of my fire were also highly 
acceptable. I get a Pin to hold the group in place 
and actually kill the Heroed man—meaning that he 
wasted the card entirely. I can’t really complain 
about the cards X drew, although a Movement card 
would have been helpful. 

The Japanese continues to dither while the 
American web tightens around him. The shock of 
seeing the "devils from the sky" seems to be 
affecting this Japanese outpost longer than normal. 

Again the Japanese player discards a Concealed 
card (just after seeing how useful they can be) and 


retains that useless F6 card! And, for all this, he 
gets only two cards where he could have gotten four. 
Why not hero Toga mi now, discard the Concealed 
and Fire, and see what the draw brings. Ron cer¬ 
tainty wouldn 7 be any worse off than he is now and 
might have more options next turn . If he wants 
Movement cards with a four-card hand, he'd best 
get rid of the excess baggage. After all, at this point 
Jim doesn 7 need to close the range further than that 
wall to win. 

So, Ron pays while Jim plays. I can 7 even com¬ 
plain about Group A's attempt to entrench among 
the flurry of American activity; they *ve nothing better 
to do this turn. The attack on enemy Group B (Fire 
2) strips out the Hero card hoarded so long by Ron 
to no effect. That Concealed card the Japanese so 
blithly tossed just now sure would have looked good 
to him. I II bet. With only that Cower card a 
problem, Jim’s hand after the draw still looks great. 
If he can now get his folk moving after regaining 
their breath, he'd have this game nearly in the bag . 

Turn 4 

Japanese: The situation is deteriorating rapidly. 
He’s found a hill to camp on, and to increase his 
fire strength. I spent my Hero card trying to save 
my pinned man prior to his fire resolution, and Jim 
managed to eliminate him anyway. And pinned 
another man to boot. His Group C rallies behind 
the wall, and is now in great shape. 

I am left contemplating a Hero card that proved 
to be a detriment to my cause. It served me no use¬ 
ful purpose, but took up space in my small hand 
for four turns when I needed Move cards. Its 
presence also encouraged me to hold onto the high 
Fire card, thereby compounding my difficuties. 
Looking at my situation now, one can see that I 
would have been better off had I not discarded the 
Rally and the Concealed cards. Yet, who among 
you, the readers, would have counseled me to dis¬ 
card a Hero card? I guess this just proves that it’s 
best not to draw a Hero card so early in the game. 

The Fire card is not worth holding onto now, and 
I don’t want to move into a gully because I need 
to fire at him every chance I get. So I’ll discard those 
two cards. 

American: Another break. He discards and I get 
another reprieve. If there were only Fire or Move 
cards in my hand. What I hate to do now is give 
him a break right back, but I must discard in hopes 
of better things. The large Fire card will go along 
with the Cower card. The draw of Smoke and Brush 
are not quite what I had in mind. About the only 
thing good is that I won't mind throwing them away 
next time. 

Finally the Japanese begin to sort themselves out. 
But the initiative, and advantage, still lies with the 
Americans. 

At last the Japanese player cleans some of the junk 
from his hand. And. despite Ron *s protests, his in- 
sistance on hanging onto the Hero and F6 was 
flawed play. I, for one, would have counseled him 
to discard both on the first turn. The C3 and the 
R4 were each easily the equivalent of that single 
Hero card. Ron is perfectly correct; having a Hero 
card early in the game if playing the Japanese or 
Russians is a definite detriment , Only the Americans 
(and possibly the Germans due to their automatic 
discard) can afford to hang onto it for several rounds 
of play in the off-chance that it will prove beneficial. 

In point of fact, I am not adverse to discarding 
anything from my hand unplayed — streams, marsh, 
wire, fords, heroes. So very much in UP FRONT 
depends on the player's ability to judge the flow of 
the play t the situation he is in, his own plans, the 
cards that have passed by and his chances of get¬ 
ting what he needs , the "worst case " events. This 
entire process is much more critical with a four- 
card hand, as opposed to the flexible five of the 



18 


German or six-span of the American , Looking at 
Ron '$ situation realistically, he should have antic¬ 
ipated that he f d never play the F6. Only at relative 
Range 5 would it be useful, and then only on an 
undamaged Group B. Even the Hero wouldn’t help 
take the Japanese A or C to firing level, nor a 
damaged Group B, Unless Group B wanted to 
charge straight up into the teeth of the Americans, 
the fire attack would never be made; and his chances 
of getting that group to firing position was in¬ 
finitesimal. So, we dispose of the F6 on the first turn. 

Without it, the Hero card is much less valuable. 
Don V misread me. A Hero card has its uses, and 
it is flexible (useful in a number of wayj). But, 
pinned in the open, without any bullets, unable to 
get moving, and with the enemy dosing in, any Rally 
or Concealed card looks more appetizing The 
biggest advantage of a Hero card is its unexpected¬ 
ness—a Fire attack the enemy thought you couldn *t 
make or the salvation of a man he figured would 
be eliminated .. Conversely, its use is limited to one 
man , whereas a C3 or R4 affects several. And, if 
pitching or playing it earlier might have brought 
Ron a useable Fire or Movement card, it would cer¬ 
tainly have been a fair trade , And, of course, there 
is the plain fact that the play of one of those Con¬ 
cealed or Rally cards this turn that he instead tossed 
would have left the Japanese much better off. 

Can 'r really fault Jim for his play; the Americans 
really don’t have an other options here. Only ques¬ 
tion is what to discard along with the Cower—the 
F3, the Hill, or the Concealed , Since he wants to 
progress forward, and since it will take the Jap a 
couple of turns to sort himself out (and best) but 
still able to bite, the Concealed is most important. 
The Hill, with movement uppermost in the American 
mind for a couple of turns, has its own uses. So l 
too would discard the F3. Besides, there are many 
more Fire cards than there are Hill or Concealed 
cards; odds are that it is going to be easier to replace 
the F3 than the Hilt or Concealed in his hand. 

Turn 5 

Japanese: Hurrah! There are Movement cards in 
the deck, and three of them just found their way 
into my hand. rd very much like to use all three, 
but moving Group B would force the loss of the 
pinned man. I cannot afford such a sacrifice at this 
time. Moving up in the open when he has groups 
at Ranges 3 and 4 entails some risk, I know; but 
the situation is not likely to improve by waiting, and 
I need to get into good firing positions before he 
can consolidate his position. Anyway, my Group 
B has high morale and should survive. Group A will 
just have to take their chances. 

Although 1 could discard also, I need to keep the 
cards I have. 

American: As I anticipated at the start of the game, 
he begins to move up. This would have been a per¬ 
fect time for me to open up on him, but l discarded 
the Fire card. The move with two groups allows 
him to split my attention. At least the planned dis¬ 
card is beneficial to some extent. I will discard the 
Marsh on Group A and get the Brush card out of 
the hand at the same time. As I had expected, he 
rejected the Marsh, but it served some purpose any¬ 
way. The draw of another Fire and a Smoke card 
is not the greatest in the world, but maybe I can 
hold him off until better things come up. 

In a desperate attempt to ger something going, 
Ron makes the only play he can, Moving Group A 
and Group C forward makes perfect sense, despite 
the concommitant risks . A stream or marsh could 
be a problem, but any attack will be middling 
(although even these can kill off a group, especially 
since Ron doesn ’t hold a Rally card). But it is a 
gamble he must take to remain competitive. That 
Concealed/Movement card he just drew is, thus far, 
the best thing he's seen in the game . 


The American promptly discards, a Marsh to 
abort the move of enemy Group A and the useless 
Brush in his hand. Two questions naturally occur 
to my devious mind: 

Should the Japanese player accept the Marsh? 
(Ron refuses it.) If he doesn V, his Group A is still 
free to operate, although now moving and still at 
Range Chit 0. He will be forced to halt before play¬ 
ing another Movement card (you don't want a 
double move penalty at these ranges); so .. . two 
turns before he is back in play. On the other hand, 
if he accepts the Marsh, he is pinned—but at Range 
5 with the American Group A in the open, leading 
to a firefight he should win handily. Too. from the 
Marsh at Range Chit /, he can threaten fire on the 
short-range Group B. He would be able to pick away 
at them unopposed (and at Group C hiding behind 
that Wall) for several turns. On the other hand . . . 

Quite frankly, if in Ron’s shoes. Vm not sure what 
Ud have done. This is one of those instances in UP 
FRONT where you rely on T 'gut reaction 'If I’d 
perfect knowledge of potential enemy actions, of sur¬ 
rounding terrain, of what capabilities my troops 
could perform over the next few turns, then the 
choice would be obvious , But that r s what makes this 
game so realistic. In a firefight at this scale, you 
DON'T know (or have, at best, partial knowledge). 
Much of what squad leaders and individuals do in 
combat is dependent on their instincts and snap 
judgements. And that's a large part of this game 
system. 

Further question, Should Jim merely discard the 
Brush, or play it on Japanese Group C? Personally, 
I d send the enemy into the weeds . When my oppo¬ 
nent moves a group, or especially two or more, I 
must assume that he has favorable terrain. If I've 
no fire on that group, and nothing worse to do to 
him, and a spare Brush card to hand, then this play 
may just throw his fancy footwork off step. At the 
very least it forces him to waste a Movement card; 
at most, it may keep him out of that Gully. Build¬ 
ing, or Hill position. 


Turn 6 

Japanese: Itm must have ran out of Fire cards or 
he would have tried to blast me as I moved forward. 
I was so happy to see him discard this turn. My 
aquisition of another Woods card means that both 
my forward groups can move into good terrain now. 
It’s too bad that one of Jim's discards was a Marsh 
card played on Group A. Had he not done that. 
Group A would be at relative Range 5 to his Group 
A in the woods now. That would have been a very 
good firing position, and would have threatened in¬ 
filtration of his group. As it is, both groups are in 
good cover for future advances. Could it be that the 
fortunes of war (gaming) are about to turn in my 
favor? I can hope so because 1 still need a Rally card 
for Group B. 1 rejected that Marsh card on Group 
A, and move into woods at Range 0, 

American: Things are all of a sudden looking grim. 
I have no cards to counteract his movement. The 
play of the two Woods cards put him in a very strong 
position. About all I can see to do now is to lay pro¬ 
tective smoke on Group B and try to dig in with 
all the others. Apparently the boys have forgotten 
how to use their shovels as both groups fail. This 
is now a very bad turn as I only passed one card 
through my hand. At least the draw gave me a use- 
able Fire card for all those efforts. 

The Japanese goes fishing and the American digs 
holes, striking bedrock. Jim needs some demo 
charges. 

Nothing to say about the Japanese discard. The 
draw brings him—at long last—some useable Fire 
cards. With Concealment. Movement and Fire, Ron 
is at last able to explore (and exploit) some of his 
options. 


About the American 'j play , / am less than 
enthusiastic. The Smoke on the Hill is rather point¬ 
less; certainly no one's going to bother with them 
and the hill itself is enough protection against the 
LMG in B and four rifles in C And again Jim wastes 
time entrenching ; Doesn’t he know that paratroopers 
live for the skies, not to grub in the dirt? Seriously, 
the entrenchments are pointless, especially as they 
cost him the chance to garner another card for his 
hand . In this game, you entrench only if you *ve noth¬ 
ing better to do, or in extreme emergency. Neither 
pertains here. The American could have had two 
discards or, if he was adamant about the Smoke, 
played it and still discarded one card (due to his 
elite status). Instead he pulls only one card; regard¬ 
less of its obvious usejUtness, he might have done 
better still. Who knows what the next card could 
have been? 

Turn 7 

Japanese: Ah so; Group B has deployed smoke! 
That means they are planning to move up next turn. 
With the two good Fire cards in my hand, I now 
have a real chance to begin elimination of his for¬ 
ward group, though belatedly. My Group A will 
fire first, and Group B will follow attempting to 
destroy his Group A in a deadly crossfire. Although 
I have movement cards for Group C, I shall wait 
and hope to acquire a good terrain card before clos¬ 
ing to relative Range 5 with his counterparts. Group 
B still needs that Rally card. 

American: The previous failure to dig in hum A 
again, I will have to play a Concealed card. Oh no, 
the dreaded crossfire. Anderson routs and all the 
group is left with is the lone pinned man. This is 
a tough time to Lose someone. To add insult to in¬ 
jury, a Breeze wipes out B h s smoke cover. I will 
rally A, put more smoke down on B, fire at his 
group B with C, and try to dig in with D. Even 
though the fire is modified to "0 T \ I at least have 
a pin on one man. The entrenchment was also suc¬ 
cessful. Note that the Smoke card was played last 
to insure it staying in place in case a Breeze was 
drawn in prior resolution of my fire. The turn was 
at least worth four new cards. Received a needed 
Movement card and a fairly worthless Fire card. 

The Japanese fire evens the losses (remember, the 
Japanese can lose half-again as many men as the 
paratroopers and still be viable). Opening with 
Group A (Fire 4,-1 concealment), followed by 
Group B (Fire 3), the Americans go down in hail 
of lead. But . . . Burke is still there, if pinned. 

Looking over some other Japanese options, Ron 
could have fired on Group C (to me the most dan¬ 
gerous , in terms of game winning potential, of the 
two). An attack from B (which could well pull the 
Concealed card) followed by an attack from C may 
have damaged this more strategically placed and 
protected group. Again, "gut reaction * '—but Td 
have fired on American Group C. 

Ron dismissed his other option much too quickly. 
Given the fire on American A. I would think that 
C should have moved—either to flank B or D f or 
forward at C. The flank move would probably be 
worthless, since the flanked group should be mov¬ 
ing forward soon anyway. But the move forward 
would put the other small American group under 
pressure, Ron’s avowed desire in his strategy. Com¬ 
bined with A l s troubles, Jim would have a lot to think 
about , Due to the Woods and the Concealed in his 
hand, there d still be a —2 modifier to any attack 
(even though the range shortens). The high morale 
of these men should see them through into dose com¬ 
bat for that wali. Ron will have to do it eventually; 
I say do it now while Jim is spread and distracted . 

Meanwhile, determined to open his options, Jim 
maximizes the use of his cards. Moores smokes, 
Burke rallies, and Allen digs in. The fire attack (Fire 
2, “/ concealment) keeps up the pressure on the 
enemy firehose and reminds the Japanese that they 



19 


are still standing a round in the open. Interestingly, 
the Cl saves a man; Hon must have learned the value 
of these by now. 

Jim’s draw is quite satisfactory. Except for a 
middle-level Fire card instead of the F5, I don V 
know what else he could wantFlexible power , 

Turn 8 

Japanese; I think it is becoming dear at this point 
that I have little hope of winning by holding him 
off until time runs out. He's just too close to the 
ranges where he needs to be. Therefore t I must 
eliminate enough of his squad to break it, or severely 
limit his chances of meeting his victory conditions. 
That’s why it is so disappointing to apply a good 
crossfire attack and see only one man eliminated. 

Just as I finally acquire a Rally 1 card, Jim 
manages to pin another man in Group B, which 
means they still can't get out of the open. And when 
a Breeze dissipates his smoke, he calmly plays 
another one on his group. 

I’ll rally one man in B and hope for another Rally 
card. To increase my chance of drawing one. I’ll 
use the Fire card to fire at Group A again. Maybe 
I'll get lucky. 

American; His fire attack was not that strong against 
A, but I played the Concealed — 3 card anyway. This 
was just to insure that A was not completely wiped 
out and will help me save the Rally 5 card for use 
against incoming fire on one of the large groups. 
It also gets a card out of the hand in hopes of a better 
draw. My large fire cards are worthless now. Not 
really much else to be said for the turn except that 
I will use my Elite US status and so can make a move 
up with D and still discard one card. One real worry 
I have now is that very few Wire/Stream/Marsh 
cards have gone through my sight. 

The Japanese fire attack (Fire 3, —3 concealment) 
on Group A is something of a waste. Not that Ron 
knew it, but fire here was sure to draw the Con¬ 
cealed card. Fd have thought long about using this 
valuable Fire card on the American Group B. 
Chances are that most players would, given the 
modifiers already present, have allowed the **1” 
attack to bore in. Against such low morale, Ron 
might have broken a man or two. For the moment, 
Private Burke isn’t going anywhere; so why not 
ignore him and get more milage for your bullets. 

That Movement card remains in Ron r s hand. / still 
think it should be used for Japanese Group C. 

Jim makes a solid move for the Americans, and 
has a good discard (draw. Jim is ever so slowly 
tightening the noose . If Group D can get into good 
terrain (i.e., that Hill in his hand), its impact on 
the Japanese in Group C could be devastating. With 
both large groups on hilltops, there is nowhere for 
the enemy to hide. And , with the Rally 5 card back¬ 
ing him, the actual dash across the open would lose 
Jim little unless the Japanese in Group C can muster 
the best " 8-firepower” attack in the deck (the F48 
card). 

Turn 9 

Japanese: At last I will be able to rally Group B, 
This comes not a moment too soon as Jim's Group 
D has moved to Range 2 and threatens some un¬ 
pleasant things. Should it continue to move on to 
Range 3, Group D would be in position to receive 
a transfer from American Group C which is already 
at that range. If that should succeed and he finds 
terrain with a negative modifier, I can kiss this game 
good-by. A lesser threat is for his Group D to con¬ 
tinue advancing and attempt to flank my Group C. 

I must take action now to avert this threat. Group 
C must advance to Range 2 now even though I have 
spotted no advantageous terrain. This is not as bad 
as it could be, because the " — 2" modifier for 
woods and the Concealed card more than compen¬ 
sate for the “ + r* modifier for moving. By mov¬ 


ing now, I should avoid any effective fire from his 
Group D because it is also moving. Finally, Group 
C is my highest morale group and should hold up 
well. 

Moving to Range 2 will allow Group C to use 
better Fire cards and, more importantly, will place 
them in position to infiltrate and subsequently 
eliminate his pesky Group C. That would remove 
the immediate threat and significantly reduce the 
pressure he is applying. 

American; His move to relative Range 2 is quite 
a suprise and also quite a help, I will now he able 
to use the previously worthless large Fire cards. I 
initially would have preferred to discard this turn 
but now have decided to put D on the Hill and move 
up with B. As usual, A fails in the attempt to dig 
in. The shovel contract needs to be re-let. The results 
of this are two groups to relative Range 2, If I can 
lay down some covering fire and then get them to 
Range 3 simultaneously, things will be going really 
well. 

Once again Ron 's play is tardy; what would have 
been a solid play a couple of turns ago is now a 
dangerous one . His Japanese move t timed to coin¬ 
cide with the Americans in Group D, could leave 
Group C stuck in the open if he can t draw a ter¬ 
rain card—something you don ’t want at these 
ranges. Another consideration in the play of this 
game is, believe it or not. concentration of force. 
/ like to keep my groups relatively close to each other 
to offer covering fire and cooperative Close Com¬ 
bat ♦ The paratroopers have no choice in the matter 
(although, the readers should note that Jim has been 
steadily working his rear troops forward in parallel); 
but the Japanese have one group edging ahead . Ron 
may have some difficulty coordinating his efforts be¬ 
cause of this. 

The Americans seem a bit greedy. Jim could have 
compromised between the choices he mentions 
above ♦ Rather than playing that Movement card on 
Group B, he should have just played the Hill (which 
really did have to be played at this moment to avoid 
any unpleasant surprises) and. claiming his Elite 
status, discarded the F5. Even with Group D. Jim 
simply doesn V have the necessary firepower for its 
use. Patience is a virtue , and there’s no hurry in 
pushing Group B forward. Besides, without terrain 
or concealment, B is at risk ; There is just too much 
of a chance that Japanese A and B will open a 
barrage that clears the smoke 

Turn 10 

Japanese: I didn't receive a terrain card, except for 
the Building (which is a scenario-defined cower card 
at this point in the game). I'll take advantage of my 
free discard to dispose of it. Although Group C is 
moving, it is still safer in the woods than it would 
be if it stopped in open ground. Adding insult to 
injury is his Group D's move onto a hill, giving him 
better fire modifiers. In order to move more cards 
through my hand, and to attempt to suppress his 
Group C from taking part in any possible crossfire 
attack. I’ll fire at it. 

American: The fire on Group C won’t hurt a bit. 
As a matter of fact, at this time a pin of a single 
man would have been desirable. 1 would have gotten 
to use my relatively worthless Rally 1 card. This 
is a game anomally for the US player. Getting cards 
through the hand can often be more valuable than 
a minor discomfort. The results are even better than 
I had hoped for, however. His machinegun broke! 
A bit of luck here to turn this into a permanent result 
would really he beneficial. To get even a bit, he 
drops a Concealed against my return fire. As it 
turned out, the bad draws make it unnecessary, but 
I had hoped for a pin at least somewhere. Group 
A still can’t dig in! At least the draw wasn't that bad. 

The Japanese looks worse than ever by the time 
the dust settles on this turn. 


The Japanese group moving is definitely better 
off staying in motion than in hitting open group. The 
danger, of course, is that the Americans may dump 
an unwanted card on them , Except for one Marsh, 
we r ve seen none of the harmful cards (Wire, Stream, 
Marsh) come out. Ron has got to be aware of this, 
so keeping C moving is another of those 4t gut" 
decisions. Meanwhile, his fire on enemy Group C 
(Fire 4,-1 wall) succeeds only in jamming the 
LMG , Group B may have been better served trying 
to entrench; any move with them should surely draw 
some serious fire from the enemy lines , And, with 
the Americans closing in. Group A should also have 
attempted to entrench ♦ Don't disdain the shovels; 
they are at least as important as the infantrymen ’s 
rifles. 

To protect his moving group, Moores again tosses 
a smoke grenade. Interestingly, the Americans have 
drawn every Smoke card to appear thus far—a com¬ 
ment on Jim’s luck , 

The American fire on Group C (Fire 4. + / enemy 
moving, + 7 hill, —2 woods, —l concealment) is 
certainly worthwhile; despite their high morale , 
someone in Japanese Group C should pin . This 
would allow Jim to begin destruction of this most 
potent threat , And it is doubtful that Ron would 
declare a Banzai with them when so much open 
space intervenes , Jim has already shown that he ’s 
holding high Fire cards. 

I question whether Burke (American Group A) 
should continue to try to dig in, or just retreat , A 
backward move would likely go unchallenged,and 
it puts him at Range 3—ready to join Group B for 
a win. It opens up the options for winning; with 
multiple simultaneous lateral transfers, one could 
surely get in for a five-man group and victory , In 
UP FRONT, you want to use every man (as well 
as every card) possible. Jim is ignoring the poten¬ 
tial in Group A , It costs him only a Movement 
card—vital as that may be—which might be replaced 
in the draw. 


Turn 11 

Japanese: Blast! What a time for my light machine- 
gun to malfunction. The danger mounts with each 
turn. It is certainly possible that Jim could move 
both Groups B and D to Range 3 anytime now, 
providing he has the cards. If he does, the multiple 
individual transfer threats he could pose would be 
very difficult to counter. The key to stopping this 
is his Group C, Ifl can eliminate it, the immediate 
threat evaporates and Group D will be somewhat 
isolated from the rest of the action for a few turns. 
Eliminating that group also brings me that much 
closer to breaking his squad. 

Therefore, I must eliminate American Group C 
with all deliberate speed. This was one of my initial 
objectives which I have been woefully slow in 
achieving due to my early lack of Move and Rally 
cards. Now, I lack Fire cards, and cannot be sure 
when I shall acquire some. Close Combat is my best 
chance of attacking Group C so l must stop, even 
if in open ground, and attempt to infiltrate. This 
won’t be without difficulties, so Group B will at 
last begin to move up hoping to help in some 
capacity. 

Where does he get all those Smoke cards? It must 
be coming out of his ears by now. 

American: He plays Open Ground on C, and B 
moves! A golden opportunity for me to do some 
real damage here. He must have drawn no Fire cards 
at all. Group C's fire was to no effect but it drew 
a Concealed card from his hand. I have saved a 
better fire from D. Ouch! Bad draws on this fire 
make it to no avail either, I am taking a chance and 
moving my Group B. This is a bit risky, but I think 
worth the trouble. I still have the big Fire card to 
use and a Rally card in the bank. I got lucky and 
drew a Woods card to hide in. 



20 


The Japanese move is pure desperation. Ron is 
perfectly correct; at these ranges, his best chance 
to wm will come with Close Combat—and he must 
clear the small groups to do so. But he should not 
discount the contribution of fire attacks, and leav¬ 
ing his LMC broken does just that * Too, that move 
of Group B looks to be suicidal Looking over his 
options, l don't understand why he didn’t move 
Group A instead. This would threaten to overwhelm 
Burke, give him some cover for the run forward, 
bring some pressure to bear on enemy Group B 
(who *s movement status means that Japanese A can 
probably get where it wants to be untroubled). The 
firehose is then free this turn to attempt either repair 
or entrenchment . Either could be more profitable 
than a dash to death. Again Ron has the right idea 
(aggressive reaction) but errs in his execution. 

The crossfire attack on Japanese Group C 
squatting in the open by Jim misfires. Fire from 
Group C (Fire 3, —2 concealment} and from Group 
D (Fire 2 t +1 hill) was spoiled by poor draws com¬ 
bined with the high morale of the targets , / wonder 
why the Americans didn 'tfire on the moving target 
from from the hilltop—which would have produced 
an attack of * '5 J \ enough to stop them in their tracks 
even if Ron had played that Concealed card. The 
lower morale might have left several men pinned 
in the open for next turn . And that F2 would have 
remained in Jim's hand for another shot—nearly as 
good as a crossfire. 

Meanwhile , American Group B takes the bit in 
their teeth and comes forward under cover of the 
smoke. Notice how Jim has alternated the Smoke 
and Movement cards, showing a real tactical flair. 
If Jim can pull terrain for them, he should have the 
game all but won . Jim‘s patience with Group B pays 
off handsomely as he draws a Woods card for them 
to duck into. Group A finally entrenches, but it is 
rather pointless f since all attention is on the groups 
at Range 3 . 

Turn 12 

Japanese: I used one Buildings card for open ground 
and another one pops into my hand. Unfortunately, 
it still qualifies as a scenario-defined Cower card. 
The Wire and the Fire are nice, but a Movement 
card would be better. 

Group C proved to be very tough cookies by with¬ 
standing his crossfire attack without so much as a 
scratch. 1 must admit I was really sweating that one 
out. 

After moving Group B,1 remembered that I could 
have attempted to repair the machinegun. That’s im¬ 
possible now as long as they are moving. Of course, 
the repair attempt could have failed, and the group 
would still be at Range 0. At least, it is moving 
closer to the action and will be more effective when 
the gun is repaired. But, alas, I have no terrain for 
the group to move into. 

And 1 have no Move cards to help with Group 
C's infiltration attempt, so I T 11 just have to rely on 
the high morale values. 

American: It’s not a real surprise, but he infiltrates 
my C to keep me from moving into a winning 
position. Infiltration has many uses besides the 
obvious. Here he is able to prevent both transfers 
and a win with one move. I do not expect him to 
use the infiltrated men for anything but a stopper. 
The only way for a cheap win may be to retreat 
Group A to combine with Group B. Of course, I 
could always hope that a fire on C would get lucky 
and get both infiltrators, I did get one, but the other 
one is still a menace. Group A will move back any¬ 
way. It will not hurt to have as many threats open 
as possible, 1 get lucky on the draw and get a Move 
and a Hero, If the fire from B works next turn, I 
have the game locked. 

The Japanese begin, at long last, the sequence 
of events that should lead to the destruction of Group 
C in short order , Ron sends Fujiyama and Asanti 


to slide over the wall. Trusting to their high morale 
to get them in among Group C, Ron is not disap¬ 
pointed. ! am moderately surprised that Ron didn t 
send all his Japanese in Group C over. But, in any 
case, now the Americans will have to deal with this 
annoyance. The strength of the Japanese infantry 
lies in their Infiltration (morale) and Close Com¬ 
bat abilities. Let’s see how well Ron wields them 
over the next few turns. Looking to ready himself 
for all this, the draw brings him good cards but no 
terrain. 

Panting and puffing (I can testify that at least one 
of them is a heavy smoker), the Americans in Group 
B finally find the Woods. This shows what a little 
patience can bring. They are now in position to pour 
some truely devastating fire into the Japanese. By 
simply holding them here, Jim can use every Fire 
card in the deck , He can. with all probability, drive 
the Japanese off and win the game—if he can pro¬ 
tect these low-morale men. 

Group A (Burke) gives up that hole he struggled 
for so long and retreats. It is perfectly possible for 
him to dodge sideways into Group B for the Victory 
Conditions win. And, in the heat of battle, Ron may 
welt forget A entirely until it’s too late. 

American fire into the infiltrating Group C (Fire 
2, +1 hill) breaks Asanti, but leaves Fujiyama still 
there. His odds to break both were not great (about 
11%), but Jim is set up well for the next turn when 
fire from Group B can sweep across. If Ron had 
sent in all the Japanese, there might be a chance 
he could eliminate Group C this turn before that 
fire slams home. But no chance here. 

Turn 13 

Japanese: Two men from Group C managed to in¬ 
filtrate Jim’s group, but then one was pinned by his 
fire. One infiltrator is not enough to eliminate both 
men in Group C in one Close Combat. If 1 go into 
combat now, I may lose my infiltration status as a 
result. I’ll take a chance and wait a turn, 

I missed my chance to discard Wire on Group B 
while it was still moving but I’ll do it now. I’ll save 
my Rally All card and hope for another Rally to 
use on Group C. 

American: The dropping of the Wire card came at 
a bad time, or did it? I did miss again in a fire against 
the infiltrator. Have another chance here, so I will 
try to transfer A for the easy win. If he’s out of Fire 
cards. I’ve got it. 

/ can 7 help but feel that Ron is presenting so many 
Japanese targets that Jim won V know who to fire 
on first. With the F5 and Hero cards, the American 
can punish any group he chooses. Looking briefly 
at the Japanese, we find two groups moving and one 
entangled with the Americans behind the Wall, 

Again, looking over Ron s options, I think he has 
mi splayed. By putting Group A into motion, he has 
presented the Americans with the perfect situation 
for Burke to transfer to Group B. With everyone 
momentarily busy, it may be that he can V be stopped 
by fire. It might have been better for Ron 's Group 
A, rather than moving, to use the Fire card on 
Burke, attempting to shoot him down as he ran back . 
The Movement card could have then been used to 
take Group B to relative Range 5 with the enemy. 
Of course, the wire would not have been dropped , 
and casualties might have been high in Group B 
(charging a Machine Pistol is not healthy) but a 
Banzai or strightforward infiltration would tie down 
the enemy Group B. Those Thompsons aren't so 
good in Close Combat. So, fire on Group A and a 
charge at Group B would probably have taken care 
of that threat. 

Meanwhile , Ron should either go ahead and com¬ 
mit Fujiyama to Close Combat, or send in the rest 
of these clowns for infiltration. You won't keep a 
single man infiltrated for long at these ranges. If 
he'd charged Group B, Jim may well have chosen 
to fire on the proximate threat (with likely deadly 


effects) and ignored Group C. On the next turn, the 
Japanese could then overwhelm Frattali and 
McElroy. 

But, luckily for him, Jim is not faced with such 
‘hard choices. If Ron had even dropped the Wire on 
Burke instead of Group B, the American player 
would have had to think a bit. As 'tis, his only con¬ 
sideration is which group to hammer with the F5. 
He opts for Group C (Fire 5, —I wire), killing one 
man and brewing the infiltration. Meanwhile Burke 
jogs sideways and Group D entrenches on the 
hilltop , 

Oh, oh! Jim draws no Fire cards At this point, 
with the Japanese ready to launch themselves into 
Close Combat mode, this is not what you want to 
happen. The only thing that could cost Jim the game 
at this point is an ammunition shortage, the 
paratrooper 's bane. Of course, if Burke makes it 
in, it is all irrelevant. 

Turn 14 

Japanese: Yipes!!! Am I blind or stupid?! (Don't 
asnwer that!) Jim has managed to move Group A 
into position and initiate a transfer while I have been 
worrying about Group C. I failed to see how close 
he was getting to make a transfer, and now have 
blundered into a first rank disaster unless I can pull 
some magic out of the hat. If nothing stops it, the 
transfer will be completed next turn, and Jim will 
have five unpinned men in one uninfiltrated group 
at Range 3 in terrain which reduces the strength of 
fire attack against it. That’s called Victory Con¬ 
ditions! 

The Wire doesn’t stop him because the 44 ^2” 
modifier for being in Woods still gives him a 44 — l" 
modifier. Another Wire card would negate his vic¬ 
tory conditions momentarily, but I don’t have one. 
I have helped dig this hole by having both Groups 
A and B moving at a time when I need them to fire. 

Obviously, 1 must stop that transfer. Group A will 
attempt to do it by using the Fire card. Although 
the fire strength will be halved, I can take some 
solace in the 44 + 3* # modifier I’ll have because of 
his transfer and the Movement card. If that doesn 't 
work, my only remaining chance is to attempt in¬ 
filtration with the one available man in Group C. 
Note that a Banzai attack doesn’t work because 1 
would have to wait a turn for Close Combat, and 
by that time Jim would have won. 

If Lady Luck is ever to smile on me, now is the 
time. 

American: Rats! He did have Fire cards and 
managed to pin Burke to save his position. I don't 
really have that good of a hand at the present time 
so I’ll play the Hero to save the pin and play the 
Brush, and use the Sniper, This is another attempt 
to run cards through my hand. It is possible I should 
have held onto the Hero in hopes of using it against 
one of his groups with the doubled firepower effect, 
but I really think I need to see more cards at this 
time. The Sniper managed to find the man I wanted 
to hit but just couldn’t draw a high enough number 
to do any real damage. I'm still in a winning posi¬ 
tion but now I am out of cards to back up the neces¬ 
sary moves. 

Japanese fire from the moving Group A (Fire 2 
halved. + / movement, +2 transferring) stops Burke 
in his tracks (17.84), If this had not worked (and 
there was only about a 50-50 chance of breaking 
him assuming that Jim held no Concealed cards), 
then Togo and Kobayashi would have made the 
desperate and problematical attempt to infiltrate the 
wired group. Ron has the opportunity to waste his 
Rally All card to bring back one man . Since all this 
smacks of cycling cards through his hand , why didn't 
Ron also toss that Cower card? 

The American does all he can to pass cards 
through his hand. Jim needs some impressive Fire 
cards or some Movement cards to open up his 
options. The Sniper is a long-shot, but a cheap 



gamble. Unfortunately , while he had Togo in his 
sights, he missed. Jim's draw isn't bad (although 
the Pillbox is a Cower card, and a waste). The C2 
and F3 both will surely play; indeed, as we near 
the point of bayonets and gun butts, I’d say they 
are the most valuable cards in his hand ♦ The 
American wants to gamer as much concealment as 
possible, ignoring incoming fire (using his Rally 
cards to bring broken men back). 

Turn 15 

Japanese: Whew! A high RNC saves my neck on 
the fire resolution by pinning the transferring man. 
Even though Jim played the Hero to revive him, 
the transfer has been squelched, and the game con¬ 
tinues. He apparently doesn't have a Movement card 
for another attempt. That's good because I'd be hard 
pressed to stop him now. I'll play the Sniper on 
Jim's Group B in hopes of eliminating one man and, 
therefore, reducing his chances of pulling that trick 
on me again. I didn't think to discard the Cower 
card last turn in my desperate attempt to prevent 
his win. 1*11 do that now, 

I must calm my nerves after last turn's near miss. 
What happened is only the most glaring example 
of inefficient piay, I cannot afford to be so careless 
against an accomplished player like Jim. Although 
I have a little breathing room now, many problems 
still exist. Jim has three groups at Range 3, and 
could move the other one up at any time. I cannot 
hope to hold them all off unless I begin to signifi¬ 
cantly reduce the number of personnel in his squad. 

American: Now we wait. His Sniper pins Martin. 
This may actually be a blessing in disguise because 
I will get to play the Rally 1 card to look for the 
crucial Movement card. Maybe a small shot will 
get lucky. It doesn't, but I can hope for the draw. 
That hope is also dashed with the draw of some non¬ 
descript cards—that is—no Movement card. 

The Japanese seems to be just marking time, and 
accomplishing precious little. He had many possi¬ 
bilities open t and chose the most passive. White the 
transitory Sniper pin on Group B has its uses, it 
really changes nothing and does not serve to im¬ 
prove the Japanese position one whit , 

Instead he could have put Group B behind that 
Wall and then tried to repair the IMG—a signifi¬ 
cant action. With Group C healthy again, he might 
have tried infiltrating the enemy (American B and/or 
C). He may have used that Movement card to try 
a Lateral Man Transfer to Group B to increase their 
hitting power. He could have taken Group B another 
step closer to try infiltration next turn. Any of these 
would be a gamble of course, but positive in outlook . 

While the draw for Ron is nice r these are essen¬ 
tial defensive cards. This is not what he needs . The 
Japanese must take the bayonet to the Americans, 
and for that he needs Concealment and Movement 
cards. 

The American fire on Group C (Fire 3. + 1hill) 
isn H r to be discounted, and it pins a man. But, Jim 
needs kills right now. He may have been better 
served to hold his fire , waiting to stretch the 
Japanese hand next turn , accenting its deficiences 
in responding to several threats. 

Jim might have foregone the Rally card and fired 
on either other Japanese group who—beacuse they 
are moving and have a lower morale^offer higher 
percentages for multiple pins. A shot into Group A, 
for instance, might have taken them out of the chase 
of Burke and improved his chances of getting into 
Group B. On the other hand, Jim might have con¬ 
sidered holding onto the F3, rallied Martin, and dis¬ 
carded the Cower card for a two-card draw . On 
reflection, this strikes me as his best course . 

Turn 16 

Japanese: We’re playing one of those little ‘'mini- 
games" we sometimes get into wherein Jim fires 


and pins man or men, and I rally him/them in the 
next turn. Jim fires again and I rally and so on and 
so on until one of us runs out of cards. Very frus¬ 
trating and nerve-wracking. Especially now, be¬ 
cause I would like to infiltrate his Group C with 
all three members of my Group C to give myself 
the best chance of eliminating his group. But he 
keeps pinning them. So, I'll rally again. 

Elsewhere, Group A ducks into a gully in prepa¬ 
ration for dosing on its opposite number for infiltra¬ 
tion. Infiltration is becoming a specialty of mine in 
this game. Group B finally finds some decent 
terrain. 

American: Am depressed now. He gets terrain and 
I don't get any Movement. My fire misses and the 
draw is also bad, I still wait for a chance at a fast 
win or disastrous loss, 

A well-played Japanese move; no flair but no 
errors either , We could debate endlessly as to 
whether the placement of the Wall and Gully should 
have been reversed. Suffice to say that both possi¬ 
ble plays have their strong points and their disad¬ 
vantages. Besides keeping Group C intact to take 
on the Americans in B and C r Ron must repair that 
LMG to give himself some effective hitting power. 

The American fire again doesn 7 faze the Japanese 
(Fire 2, +1 hill, —1 concealment), although it does 
pull one of those now valuable Concealed cards from 
Ron's hand, By pitching the Cower card at last, Jim 
picks up a good Rally card , Too bad it couidn 7 have 
been some bullets. There is absolutely nothing Jim 
can do here except store up Concealed cards and 
fend off any stray shots from the enemy , 

Turn 17 

Japanese: The Concealed card helped to prevent 
any pins in my Group C. Now is my chance to get 
more infiltrators into his position, Both of these men 
have high morale values, so I'll not play any Move¬ 
ment card on them and accept a morale check. 
Group B will attempt to repair the light machine- 
gun, and Group A moves foward in the Gully, Clos¬ 
ing the range will help me to finally eliminate his 
one man remaining in Group A. 

American: Here he comes. The machinegun is 
repaired and there are more infiltrators. A very bad 
turn for me, I can only play Smoke and discard 
Brush and hope. 

At this time, we reach the second crucial point 
in the game. It seems that I erred in not combining 
groups at Relative Range 2 (B or D with C). From 
a good winning position, the game has turned against 
me with Ron performing his favorite tactic of in¬ 
filtrating to prevent transfer. He has managed to turn 
the game into a firefight instead of one of maneuver. 
This is a change which will hurt since I am ill pre¬ 
pared to win this type of contest. 

At last the Japanese player repairs his LMG. but 
it may be too late ♦ Obviously, Ron is coming with 
a rush. However, / think he should have laid some 
groundwork first for his path to glory . The Japanese 
should have fired into Group B from his own Group 
B or C Since the American Group B is sure to pro¬ 
vide some fire into his infiltrators, neutralizing it 
would be a real boon . Fire upon these Americans 
might pull a Concealed card from Jim—all to the 
good from Ron's standpoint. Softening up the 
opposition is never a bad idea; and if he waits, Ron 
may lose his chance . / think this course might pay 
better dividends in the long run than repairing the 
LMG , 

The infiltration of Group C finally looks like some¬ 
thing that Ron can be satisfied with. It better be, 
it is probably all he s going to get. Even though one 
man broke, Ron has the possibility of eliminating 
both Frattali and Me Elroy in one fell swoop next 
turn . Should that come to pass, things are begin¬ 
ning at last to turn the Japanese way. 

Looking for some kind of break in his recent luck f 
Jim drops Smoke with Moores and tosses the Brush, 


21 

As I feared, Ron has lost his best chance to sup¬ 
press Group B. Jim chose to retain the Building, 
a mistake since this game will probably be over long 
before they come into play. As to the discard of the 
the Brush—why not onto Group A, leaving them feel¬ 
ing a bit exposed? (As the American here, I’d have 
w assume they were dashing for Woods, Hill or 
Gully). 

Turn 18 

Japanese: Dam! A "morale 5 man " fails his morale 
check. Good help is so hard to find these days. At 
least two men made it in, and Jim apparently doesn’t 
have Fire cards. Do I detect a slight shift of fortunes 
to my side of the table? 

I have a decision to make. I had hoped that all 
three men in Group C would be infiltrators by now. 
A three-on-two Close Combat would be less risky 
than two-on-two. Of course, I have a card to rally 
the would-be infiltrator, but it would take at least 
two turns to infiltrate with him. I don't expect Jim 
to sit passively while I attempt to align more force 
against him. If he acquires a good Fire card and 
manages to pin my infiltrators, I may never get back 
to the position I'm in now. So, the Close Combat 
will have to happen wow, and I’ll just have to rely 
on the high CCV's of my infiltrators to win it. 

Elsewhere, Group A finds some Brush and Group 
B will fire with its recently repaired machinegun 
at Jim's Group A, 

American: He takes a Fire 0 at Group A. I would 
hate to lose this man, or even get him pinned, but 
I feel I must save the Concealed card, I was right 
on that score as he misses, but now have to face 
the Close Combat versus my poor fellows in Group 
C, The Close Combat will decide a lot in this game. 
He is trying to split my groups B and D to really 
put the pinch on getting victory conditions. About 
the best I can hope for is to split the CC with one 
loss apiece. I'm really glad 1 saved that Concealed 
card now. 

The results were not quite what I had hoped for. 
My Group C is wiped out and he claims the Wall 
as the fruits of victory. The slaughter of one 
Japanese was not a real consolation, I now must 
hope for good results on my shots at his Group A 
and wait for a Movement card to transfer Burke for 
a win. 

Despite his play of a Concealment, all of the men 
in his Group A are pinned. 

Togo and Fujiyama show their prowess in Close 
Combat * eliminating both the Americans that com¬ 
prised Group C. Jim s play of the Concealed card 
means\ however t that Fujiyama dies too t his fingers 
locked around the throat of McEiroy. In the process, 
Ron at long last gains some cover for the survivors 
of Group C. Ron's decision to send them in proves 
itself. But then, the worse that could have happened 
would be for both men to gang up on one American * 
probably retaining the infiltration in any case. 

The fire on American A (Fire 2, —I brush, — 1 
entrenchment) seems rather pointless. / *d think that 
a “O’* attack on Group B would be more profitable, 
Ron may be concentrating so hard on eliminating 
these small groups that he is missing the picture of 
what Jim p s group in the woods can do to him at this 
range. When you We an equivalent attack, and all 
other things being equal, fire on the larger group. 
Draw of a Concealed and a good Fire card couidn 7 
be better. 

American fire (Fire 6,-1 wire , — / brush, —1 
concealment) turns Group A into a quivering mass. 
Discarding the Cower card. Jim finally pulls that 
Movement he needs, and a fair Fire card to boot. 

Looking over this turn t Vd call it a toss-up . Both 
players have been seriously injured; neither fatally. 
Both have potential strong actions next turn; both 
have problems to face . Casualties are still equal. 
A Japanese advantage, but Jim has tnore possibility 
of eliminating enemy men at this point. So> from 



22 


a one-time American cake-walk, the game has trans¬ 
formed itself into a tight situation where either player 
could win . 

Turn 19 

Japanese: 1 was very relieved that the Close Com¬ 
bat was so successful. Each of my men were able 
to take out one of his and so eliminate the group. 
The only disappointment was the loss of one of my 
men also. Having eliminated the group entitles me 
to claim the terrain they had occupied, so bloodied 
Group C finally gets out of clear terrain, 

I am not so fortunate elsewhere. My fire fails to 
hurt his Group A, and Jim manages to pin every 
man in my Group A with return fire. I guess my 
decision to attack last turn was a good one, because 
he did have a Fire card. 

I only have one Rally card, and 1 choose to play 
it on Group A because it is in the most danger right 
now. Group B will again fire at the only man who 
can still transfer to a group for a win. 

American; Once again a Rally card appears. He 
always seems to have one up his sleeve at the most 
inopportune time for me. Luck is on my side a bit, 
however, when a Fire 2 fails to disturb Burke in 
the least, I now have a reasonable chance provided 
he gets no large Fire cards or I can at least draw 
a good Concealed card. 

I will now try once again to transfer Burke and 
take a shot at his Group A. The fire is again suc¬ 
cessful so I will dump the Smoke card on Group 
B hoping to lower his fire strength enough for the 
win. My draw will allow a lot of fire if I don't get 
lucky enough to nab a win next turn. 

The rally of Japanese Group A was imperative. 
So, having done that, Ron proceeds to squander his 
own fire again (Fire 4, —1 brush, —7 entrench¬ 
ment). i am firmly convinced that Japanese fire on 
Group B would be better. While a KIA on either 
target would end any hope for an American win by 
massing five men, the chances of a pin is higher 
when firing on B. And the final modified attack 
would be a "J JJ rather than a "2 Any damage 
to Group B would cut Jim’s firepower, pin him on 
the Wire at least for another turn, and force Con¬ 
cealed and/or Rally cards out of the enemy hand , 
Ron seems to have a fixation on this small group; 
and this inflexibility could cost him the game. 

The American Burke , still wanting company, 
again requests a transfer to Group B< If he makes 
it, of course, that‘s the game. Moores dumps Smoke 
to help cover him , However, I suspect that the 
Japanese will fire on Group A directly—they have 
a better chance of aborting the transfer that way , 
Meanwhile , covering fire from the hill (Fire 4, A-1 
hill, “7 brush) pins everybody in the Japanese 
Group A, again* If I was Ron, Id be real worried 
about Group A . . . and even more worried about 
that transfer , 

Jim's dropping of the Smoke card seems almost 
a 1 knee-jerk ‘' reaction. I think that if he had thought 
about it t he would have realized that this could help 
Togo in his likely attempt to infiltrate. 

Turn 20 

Japanese; Here he comes with that transfer from 
group A again. As before, if he completes it, he 
wins. Obviously, I must take whatever action I can 
to stop it. Group A is pinned again and cannot help. 
Fortunately, 1 have two ways to thwart his attempt. 
Group B will fire at Jim's Group A, hoping to pin 
the man as was done once before. If that doesn’t 
work, my only other chance is to infiltrate Group 
B with the one unpinned man in Group C. 

This sure is a closely run operation. 

What a time for the machinegun to malfunction 
again! My fire doesn’t work, so I must now depend 
on infiltrating Group B. I can't chance losing a 
morale check, so I’ll play the split Rally/Movement 


to avoid it. His Smoke helps me by allowing two 
shifts to the left for the RFC. Now I draw one card, 
and if the RPC is black this game is over, 

American: The best of luck starts off the turn. His 
gun malfunctions and Burke lives. As is his normal 
ploy, however, he succeeds in an infiltration of 
Group B to keep the game up in the air. 1 will com¬ 
plete my transfer and wait for just a bit of luck in 
order to eliminate his infiltration and claim the win. 

The fire from the Japanese fi rebase (Fire 2,-1 
brush) goes awry when the IMG again jams. Sure 
hasn’t been Yoruba's day. Now Ron *s only chance 
to avoid the American victory is to infiltrate with 
the sole functioning man—Togo! Wisely he uses that 
Movement/Rally card to best advantage . Togo 
blends into the smoke-shrouded Woods ♦ 

Without the IMG , and with Group A broken, 
those high Fire cards in Ron *s hand are a detriment . 
At least he knows that Jim hasn 7 got them. The 
Movement card, however, is vital to any slim chance 
he still has. 

Burke is back. And the other Americans now come 
pelting down the hill. It should be noted here that 
the Buildings have become playable, so I suspect 
that Group D is rushing to shelter. From that range 
they can eliminate enemy Group C, and possibly 
turn the flank. However, it should also be noted that 
the deck has been reshuffled, so the Marsh and 
Stream cards are lurking around somewhere. Jim *s 
play of the Movement card also brings him a draw. 

Turn 21 

Japanese: Hurrah! The game ain't over yet, folks. 
This is a very interesting situation, Jim has five 
unpinned men in one group. They are at Range 3 
and in good terrain. But, he still doesn't win be¬ 
cause that group has been infiltrated. It sometimes 
pays to read your victory conditions carefully. 

This is t of course, a precarious situation which 
forces a difficult decision. I could go ahead and enter 
Close Combat this turn. My infiltrator has a very 
good CCV compared to any of his, and should win. 
That would reduce his group to four men once more 
and it would be sometime before he would be in 
position to attempt transfer again. However, if I lose 
the Close Combat (and I could if he has a high value 
Concealed card to play), he automatically wins the 
game—and I would know that I assisted in my own 
demise {I mean beyond what I’ve already done). 

I could postpone Close Combat until I have a 
better chance of success—say, after pinning some 
of his men with a fire attack. After all, as long as 
I maintain infiltration, he doesn't win. But a suc¬ 
cessful fire attack on Group C, or a Sniper attack, 
or even a Close Combat of his own could pin or 
eliminate my infiltrator and give him the game. 

Calculating the odds of success with either tactic 
is extremely difficult, if not impossible. It all boils 
down to one question. If I am going to lose, how 
would I want it to be? I prefer to go down fighting, 
so I'll enter close combat now. 

I'll use the Movement card to avoid a morale 
check because failing one would be a disaster. Group 
B will attempt to repair the machinegun, 

American: Does he have the guts? Unfortunately 
the answer is yes. After surviving on his own for 
all this time, Burke dies the minute he joins up with 
his comrades on the bayonet of a crazed kamikaze. 
The protective Smoke has also blown away and 
Group B is left in quite a precarious position. I will 
have to try to eliminate his Group A and go for the 
75% win at this time. 

The fire against Group A does work beautifully 
as all of his group are blown away. Now to deal 
with the rest. They'll be a bit tougher since Group 
B is still infiltrated and my draw wasn't the best 
in the world. I will just have to accept fire versus 
the low morale men in B and depend on luck for 
the rest. 


Although he is unaware of it, the Japanese player 
must commit Togo to Close Combat this turn. Other¬ 
wise, the Americans in Group B will unleash that 
F8 card and likely end the infiltration (and the 
game). With no fire options. Ron must seek to kill 
a man this turn. Hoping to take on Martin or Degi 
(each with a CCV of only "5 1 j> he instead is 
matched with Burke, Burke, struggling for eight 
turns to get here , runs smack into a bayonet . The 
game is now reduced to its basics: who can break 
the other side first . With the LMG broken and five 
men pinned, with unuseable Fire cards in his hand 
and no draw, the Japanese look to have the short 
end. Only the C2 Ron pulls provides any glimmer 
of hope. 

The Americans begin the process by sweeping 
away Group A (Fire 8, —I wire, brush, —2 
concealment). Jim *s Group D goes into the Build¬ 
ing, where they are now well placed to fire into the 
Japanese. If Jim can draw Fire cards from the 
reshuffled deck, he can pick the enemy apart over 
the next couple of turns. 

Turn 22 

Japanese: I was so happy to see a black "6” turn 
up for the Close Combat resolution RNC. I won 
and stayed infiltrated, to boot. Noting that the man 
eliminated was the very one who had just transferred 
into the group caused me to realize that 1 have now 
eliminated Jim's most forward groups. That was the 
what I set out to do twenty-one turns ago! Better 
late than never, I guess. It seems that I have spent 
the whole game parrying one threat after another. 

I didn't have much time to enjoy my victory in 
Close Combat, however, before witnessing my 
Group A being cut down by a hail of bullets from 
his Group B,1 have now lost over half of my squad, 
but being Japanese keeps me in the game. 

Interestingly, both Jim and I need to eliminate 
three more of the other's men to win by breaking 
the opponent’s squad. This game is becoming a real 
slugfest. I need to get better cards and will discard 
this turn, rather than attempt repair. 

American: A Japanese discard turn helps. I will 
send Myers and Greenwood in against his Group 
C as counter-infiltrators. With any kind of luck at 
all I may be able to counterbreak his squad and let 
my Group B off the hook. I do get a good Fire card, 
but the Gully is a bit late to be of any use to my 
battered paratroopers. 

The Japanese must dump some of this junk. With 
the Concealed card used in a vain attempt to save 
Group A. Ron s hand is useless. However, his draw 
is almost as bad as what he tossed. 

Using the Movement card to insure that Green¬ 
wood gets in, the American goes for the destruc¬ 
tion of Group C in Close Combat, His two men that 
have infiltrated it may, however, have a tough time, 
since their CCVs are not all that high. 

An interesting possible strategy for Jim would 
have been to use that Movement card for a Lateral 
Group Transfer. He would be gambling that the 
Japanese have no significant Fire cards in for Group 
B, but it is a carefully calculated gamble—especially 
since Jim has both terrain and good Rally cards to 
back the play , This would force Ron once again to 
face the potential of a transfer of a man (in either 
direction). 

Turn 23 

Japanese: Now is my turn to be infiltrated. Group 
C is in some real trouble unless I can get good Con¬ 
cealed cards to add to the CCV values of my men, 
and, maybe a Hero card to rally the pinned man be¬ 
fore the Close Combat that is surely coming. 1 can 
draw three new cards by discarding two, and using 
the Movement card to move Group B forward. I’ll 
keep the Gully to use next turn. 

American: A Move and discard by the Japanese 
gives me a bit of breathing room The Close Com- 



23 


bat does result in one casualty for him but not both. 

I will take a fire attack versus B now with hopes 
of breaking the potential infiltrators at least. This 
may have been an odd thing to do, but i felt that 
1 needed to keep both groups off balance. The fire 
is not successful, so the tactic obviously was not 
good. The draw of a Rally card now leaves my hand 
with nothing but trash. 

Simply to clear the card, the Japanese in group 
B lurch forward. I think it would have been more 
profitable for Ron to repair the LMG. If fixed, both 
those Fire cards would become playable and he 
could have raked the enemy Group B over the coals . 
Nor would he have put Okimoto and friends in 
danger by rushing right up to the muzzles of the 
Thompsons. 

Nor do l understand the delay in sending Togo 
into Close Combat again. That Movement card 
would have seen him in ♦ Every turn that passes in¬ 
creases the percentages of the Americans turning 
devastating fire on Group C. Ron must assume that 
Togo is a walking corpse and 1 !make hay '' with him 
while the Rising Sun still shines. His chances of 
knocking out Martin or Degi are very good, and he 
could even retain infiltrator status. It is a waste to 
simply let him sit after the victory over Burke , You 
should never give an opponent two turns in a row 
without posing some kind of threat, especially at this 
late moment in a game. 

Greenwood and Fox bash the pinned Japanese 
in Group C, leaving only Togo to be dealt with. The 
fire on Group B (Fire 3 t —1 wire, + / enemy mov¬ 
ing, “2 wall) drew no results. Jim needs to pin some 
of the Japanese to put them down. He needs but two 
kills to win . Assuming that he can eliminate the 
dithering Togo next turn, Jim must still KIA one man 
from Group B. But they are running into his sights, 
Too bad he has no Fire cards. 

Turn 24 

Japanese: This situation is almost identical to that 
of last turn, I still need Concealed cards. Unfor¬ 
tunately* I don't need a Hero, To get three cards 
out of my hand, 1*11 play the Gully, and fire from 
Group C with the two Fire cards. I know this will 
forfeit my infiltrator status, but I don't really need 
to stay infiltrated anymore. Who knows, I may even 
get lucky with the fire, 

American: He jumps into the Gully. Now to get 
the last two men for the win. Martin is pinned by 
his fire but I have nothing to fear from this. If there’s 
one thing I have in abundance right now, it's Rally 
cards. Close Combat is successful against Group 
C, I now need merely to get one man from Group 
B to satisfy the victory conditions for breaking his 
squad. The gain of one card to the hand is of no 
help, however, since my draw is again disap¬ 
pointing. 

Instead of going for the high percentage kill 
through Close Combat, Togo breaks his infiltration 
by spraying American Group B with relatively use¬ 
less fire iFire I + Fire I, + / wire, —2 woods). 
Predictably, it pins only Martin. If Ron had wielded 
Togo as he should, it is perfectly possible that he 
could have eliminated two more men from Group 
B in addition to Burke. This would have taken the 
Americans to the threshold of defeat , 

Martin is promptly rallied during the American 
turn, returning this firehose to its former power. 
Meanwhile, the team of Greenwood and Fox does 
a tap dance on Togo. Notice that, once committed, 
Jim has used his infiltrators to best effect. He has, 
in so doing, lefi the Japanese with very few options , 

Turn 25 

Japanese: The last two turns have been bad ones 
for me, Jim eliminated my two highest morale¬ 
valued personnel with no trouble at all. If I lose one 
more personality card, my squad will break. Now 


that I have only one group remaining, Jim can fill 
his hand to seven cards. At that rate, it won't be 
long before he has just the cards he needs to finish 
me off. He’ll move Group D adjacent to mine; or 
worse, he'll move it to effect an encirclement. Then 
the deadly crossfire attacks will commence, I can¬ 
not retreat to avoid this or he will use individual 
transfer to form a five-man group and win. Even 
a lucky sniper shot could shatter my squad. 

My best time to strike at him is now while his 
groups are still separated, but the only Fire card I 
can use is weak and his groups are protected by good 
terrain. Nor can I afford to wait to get better cards. 
My previous experience with Close Combat has 
shown that it could take a number of turns before 
an effective attack could be made. 

But, I have noticed quite a few Fire cards flow¬ 
ing through my hand, and Jim has used a few also. 
He just might not have any in his hand right now. 
Even if he does have some, the Wire and Smoke 
will reduce its effectiveness, and Group D can't even 
shoot at me while I’m in the Gully. So, in case you 
haven't guessed by now . . . BAN2AP.W 

I know it’s risky, but I have higher CCVs than 
he does. Anyway, who would forgive me if I played 
the Japanese in a Series Replay and didn't make a 
Banzai attack? 

American: Having absolutely nothing in my hand 
worth playing, all I can do is discard and face the 
Banzai , I was somehow expecting this tactic now. 
He has decided to force the game. If I had just one 
good Fire card, all would have been fine. But my 
valiant troopers have run out of bullets at the wrong 
moment. As it is, there is nothing to do but let this 
attack decide everything. I will discard two cards 
in hopes of drawing Concealed cards to aid in what 
shapes up to be a very dangerous situation in Close 
Combat. The draw actually gives me the Fire cards 
I had wished for the previous turn. Will just have 
to take what comes. 

Let's pause and look at the possible Japanese 
plays for this turn. They come down to only three — 
fire, infiltrate, charge. 

The F2 card would bring only a mediocre attack, 
one that might cut Group B 's return fire (note that 
Group D can Y fire on the Japanese). However, odds 
are that the Americans will still be able to mass some 
14-15 firepower factors. If Jim has a high Fire card, 
even the Gully won't keep someone from breaking , 
With no Rally cards in his hand, this would be the 
end. 

Infiltration comes off as a poor second choice. 
To make it worthwhile, everyone should go in (Ron 
must kill three enemy men, remember). He would 
be risking not only the defensive fire, but the possi¬ 
bility of one or two men failing their morale , He 
could assume that Okimoto would pass, and use the 
Movement card to insure someone else does, but 
the last two would be forced to draw for morale , 
Nor is the infiltration assured. Figure that when the 
dust had settled, only two men would be infiltrated 
(approximately a 63% chance). This won't bring 
him the win in quick order, and time is definitely 
of the essence. 

So, distasteful as it is, the Japanese declare a 
Banzai charge. It doesn Y matter if Jim has a high 
Fire card ; if he does, any of his other choices would 
have been just as bad , If Jim has no Fire card, Ron 
will have a very slim chance of winning . But it ‘$ 
better than none. 

With the Banzai cries ringing out and no bullets, 
all the Americans can do is search—in vain—for 
Concealed cards. 

Turn 26 

Japanese: Ah’ He didn't have Fire cards. I just 
might pull this off. But after drawing RPCs to 
determine who is attacking whom, I am not so con¬ 
fident. I was hoping that the man with the malfunc¬ 
tioning LMG would join with another to attack 


someone. Instead, he alone must be paired with the 
highest CCV in Jim's group. His CCV of 5 ( — 1 
because of the malfunction) is two less than that of 
his opponent. Everyone else seems to be in good 
shape with CCV differentials of +5 and +6 to my 
favor. 

I'll pick the order of resolution so that the mal¬ 
functioning LMG goes last. Jim might use up any 
Concealed cards he has on the first two resolutions 
and have none left for the third. And, of course, 
it postpones the moment of truth to the very last. 
This is definitely the last turn of the game. Either 
l win or Jim does. 

After resolution, I don't know whether to laugh 
or cry. I came so close to snatching victory from 
the jaws of defeat—but didn't. But 1 didn't lose either 
and, considering the situation, I probably should re¬ 
joice, J won the first two resolutions, but on the third 
I drew a card with a RNC exactly two greater than 
Jim's, and both men were eliminated. So both 
squads break simultaneously. We interpret that as 
a draw, 

American: Now for the finale. His Close Combat 
modifiers are quite a bit greater than mine so that 
works against me. In my favor is the fact that I must 
only kill one man before he gets three of mine. I 
would like to see all of his men against one of mine 
in order to use the Fire cards from D in my turn 
to get a win. It's nail biting time as he does get 
positions against three of my men, all of which, but 
one, are at disastrous odds for me. The game is 
definitely on the line. 

As expected, he takes the easiest ones first, with 
Sakai and Fusano killing Moores and Okimoto tak¬ 
ing down Degi, I have the advantage on the last CC 
but just by two. The result of this final attempt (both 
squads are one man from breaking) is a real heart 
breaker. I draw a red two and his zero kills both 
men; a draw by simultaneous death! 

What can be said? The permutations of possible 
Close Combat match-ups and results are endless . 
Literally either player could have won. Lady Luck 
decreed that they both lose—which is how I define 
this "draw”. 

Post-game 

Japanese: As advertised, this was a hard-fought 
struggle, featuring a lot of hand-to-hand combat. 
Very bloody, also; a total of seventeen personality 
cards were eliminated in the fray. And, as with any 
rousing good brawl, the outcome was in doubt until 
the last card was played. 

Though he was denied victory, Jim should be con¬ 
gratulated for his play. He quickly overcame the 
awkward position fate and I placed him in, and 
applied steadily increasing pressure on me. I was 
so busy countering his threats that I never had time 
to pursue my own couse to victory until, of course, 
the last turn. It is interesting to note that Jim’s first 
attempt to win came on Turn 13, and it took desper¬ 
ate fire from a moving group on my part to turn 
it away. Who, at that point, would have predicted 
the game would continue for another thirteen turns’ 
In UP FRONT or BANZAI, the game isn't over 'till 
it's over. I also should note that the group that saved 
my bacon by pinning the transferring man was a 
weak one which wasn't expected to do anything but 
occupy space. Things rarely happen as planned in 
BANZAI , and it's this unpredictability (or “fog-of- 
war") that is the beauty of the game. 

Though it might be expected, I shall not lament 
over poor luck in this game. I had bad luck at times; 
but I also had some incredible good luck at other 
times. I'm not sure how it all balances out. I'll leave 
that to more objective observers. Besides, it seems 
inappropriate to complain about luck in a game sys¬ 
tem in which luck is so pervasive. Anyone who 
comes to play UP FRONT knows, or should know, 
that much luck is involved. The point of the game 
is to play the most effectively with the luck you 



24 


have. It is perfectly possible for the tl best player 1 ' 
to lose at UP FRONT, but he will usually win be¬ 
cause he played in such a way as to give himself 
the best chance to win. 

There were instances here where I did not give 
myself the best chance to win. Aside from by obvi¬ 
ous blunder in Turn 13,1 failed to attempt entrench¬ 
ment in some turns when it would have cost me 
nothing to do so. That could have afforded a little 
extra protection from Jim’s fire attacks. The failure 
to discard that Cower card in Turn 14 is inexcusable. 

I lost the use of a space in my hand due to that over¬ 
sight at a very crucial moment in the game. 

Most of my Fire attacks were aimed at Jim’s small 
forward groups. As the range dosed, I should have 
shifted some of that to his four-man groups. By not 
doing so, I let them have a “free ride** and the 
uncontested fire from them did great damage to my 
squad. 

In dosing, I hope this match has made an enter¬ 
taining Series Replay. 1 certainly enjoyed it. 

American: “Post-mortum” seems a fitting title to 
the game which wiped out ten of the 13 Japanese 
and seven of the 12 Americans. There are worse 
results than a draw, but a win is always preferable. 
What really hurts here is that 1 thought I had the 
game in the bag on a number of occasions, only to 
have Ron's opportunistic defensive play take it right 
back away from me. This is a credit to Ron and his 
ability to come up withjust the right tactic at just 
the right lime, I thought that my major errors in the 
game came in trying to achieve a win too rapidly. 
It is probable that a bit of caution here and there 
would have given me the victory, albeit a bit slower. 
The only thing that kept me from doing this is the 
knowledge that UP FRONT is a timed game. The 
cards which come through the hand are only good 
if used, and the way to maximize results is usually 
to maximize card flow. This may seem like a luck 
factor, but luck is merely what you make of it. I 
do feel that fortune smiled about equally on both 
players; it just seemed to desert each of us at crucial 
times. All in all, I would have liked to have max¬ 
imized just one more card. Shall we try it again? 

As both players have mentioned, the ‘ ‘luck factor ' 1 
balanced out. Both garnered their benefits from it, 
and both were stretched when it deserted them. 
Indeed, it is how they react to the latter that marks 
the master players , Anyone can play a good hand; 
knowing what to do with a moderately poor one to 
improve your chances of having an effect upon 
enemy play and maximize card flow is much, much 
rarer. 

Looking at this game, lam forced to admire Jim's 
play , Only rarely did he make a move that did not 
seek to bring him victory , If he could be condemned 
for his play , it was that he may have hurried the 
pace along too much—at times to his detriment. In¬ 
stead of waiting for better cards or better chances f 
he would occasionally bore right in. This is not 
necessarily bad; it certainly keeps one's opponent 
off-balance, But the risks are great. It is, like so 
many aspects of this game, a matter of timing. His 
moving of Croup C forward long before it was 
necessary to do so certainly contributed to their 
demise, for instance. By holding back at Range 2, 
Jim could have merged these two with Croup D and 
moved the six-man group forward for the win , If I 
were to mark a telling mistake on Jim’s pari that 
lead to his loss , it would be this. 

Despite my seemingly near constant criticism of 
Ron Whaley, he wo is a superior player . Ron 's 
difficulties in this game all stemmed from a proclivity 
to rashness. I received the definite impression that 
Ron t due to a fixation on his strategy, was over¬ 
looking some of his options for play. Look back over 
the comments for a number of examples. For Ron, 
a number of actions lead to his downfall. Most 
serious to my mind was his misuse of Togo once he 
had him infiltrated in Group B. If Togo had elimi¬ 


nated even one more man before his inevitable 
demise, the Banzai would have brought him the 
game. Less serious, because more probematicai, 
was Ron's missed opportunities to repair the LMG, 

But perhaps Ron *s biggest problem was in not 
maximizing the card flow through his hand, and 
through the deck , in the opening stages of the game. 
For the Japanese, as for the Russians, this is crucial. 
And, it is why many new players find these nation¬ 
alities so difficult to play * On the other hand , look¬ 
ing at the Americans , Jim made the most of 
opportunities to dump deadwood and open up the 
potential of his six-card hand. It is ironic that, after 
having enjoyed the favor of the cards for the bulk 
of the game, the reshuffle seemingly dried up his 
source of Fire cards. 

Both players overcame their difficulties with the 
style of winners, and for that they are to be thanked 
for providing such a tight game. The initial spread 
of the paratroopers and the immobility* of the 
Japanese both set the wne of the early game. Later, 
Jim s lack of bullets and the decimation of the 
Japanese brought about a rousing conclusion. Their 
game far this Replay should stand as a model of what 
UP FRONTIBANZAJ games can be: edge-ofithe-seat 
excitement and challenging decisions that, even 
when minor t can have immense ramifications later 
in the game. UP FRONT is, quite frankly, the best 
simulation of man-to-man tactical combat around. 


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CONTEST 126 



A game of DYO FLATTOP , meant to occupy 
an afternoon pleasantly, has turned into a tough 
match as you—playing the Japanese—and your 
friend have stumbled across each others' carrier 
task forces. The latest American strike, delivered 
last turn, left the Victory Point tally at 394 for 
the Americans and 320 for the Japanese. Now 
your two Air Formations have sighted an enemy 
task force and are boring in. One formation (AF 
13) consists of 21 Vais; the other (AF 30) holds 
20 Kates. 

Below lies the target. The enemy ships are the 
Saratoga, San Francisco, Portland, Helena, 
Juneau, Atlanta and three destroyers. But, 
luckily, their CAP Fighters were instead used to 
escort the American strike that just razed Rabual, 
Especially lucky for you, since you T ve no fighter 
escort. All you need to face is the flak. You can 
visualize the Vais and Kates nosing over in the 
clear sky and arrowing toward the wailing 
Americans, For your sake, the attack must bring 
you as many points as possible. The game may 
rest on it* 

The object of Contest #126 is to allocate the 
aircraft of the Japanese air formations in such 
a manner so as to bring as large a point advan¬ 
tage over the Americans as possible. Altitude 
of the attacks must be speciFied, as well as tar¬ 
gets) , Weather is clear and the action takes place 
during the day. No optional rules are in play. 
Winners will be those whose attack allocations 
guarantee the greatest final discrepancy in 
Victory Points (to the Japanese advantage, of 
course). 


tin 2 


lill 2 


llll 1 

112 


11 2 


112 








The answer to Contest #126 must be entered 
on the official entry form (or a facsimile) found 
on the insert of this issue. Ten winning entries 
will receive merchandise credits from The 
Avalon Hill Game Company. To be valid, an 
entry must be received prior to the mailing of 
the next issue and include a numerical rating of 
this issue as a whole, as well as listing the three 
best articles. The solution to Contest 126 will 
appear in VoL 22, No. 3 and the list of winners 
in VoL 22, No. 4 of The GENERAL , 




PACIFIC DREAMS 

Considerations for FLAT TOP 

By Friedrich Helfferich 


South Pacific—magic land of deep blue ocean 
glistening under a tropical sun* its whitecaps 
whipped up by a steady breeze* dotted with lush- 
green islands crowned with ragged mountain ridges 
and rain forests; palm studded shores, sparkling 
beaches, coral reefs, and crystal-clear, blue lagoons. 
A world whose stunning, shining, colorful beauty 
is almost beyond belief. 

South Pacific, 1942. War had come to this para¬ 
dise, war of a kind never seen before. Groups of 
ships stalked one another, struck at great distances 
often without having caught a glimpse of the oppo¬ 
nent. But a war as murderous as any other. 

It is in the South Pacific that the two great naval 
powers clash, that the attempt is made to stem and 
roll back the tide of Japanese conquest. Most of the 
American battlefleet lies shattered on Pearl Harbor’s 
shallow bottom. This is a war not of the battleship, 
but of the aircraft carrier and cruiser, and in these 
the combatants are more evenly matched. For over 
a year the decision will hang in the balance, before 
a wave of new American ships of all classes can 
make itself felt and inexorably tilt the scales. This 
time of decision in the South Pacific is what FLAT 
TOP is about. In all naval history* a more fascinat¬ 
ing topic is hard to find. 

THE ART OF CARRIER 
GAME DESIGN 

'"Weeks of boredom* interrupted by minutes of 
frantic, terrifying activity’’—so carrier warfare has 
aptly been described. Quite a problem for the game 
designer, who has to juggle time scales and make 
even that boredom exciting! Nevertheless* the fas¬ 
cination with the topic and the challenge have 
enticed some of the best designers time and again 
to try their hand. Indeed, one of the first games of 
our hobby was a carrier game: The Avalon Hill 
Game Company’s classic MIDWAY. In fact* it was 
MIDWAY that got me hooked on wargaming—on 
one of our first wedding anniversaries (and my wife 
will never forgive me for it)! 

MIDWAY is mainly a game —not by any stretch 
of imagination what we would call a simulation. It 
can be played after but a brief perusal of the rules 
and is fim. It is too simple to give a true picture 
of the realities of carrier warfare, yet it does have 
dements of authenticity. Not only are the deck plans 
of the ships on the counters quite accurate* but the 
rules make the proper tactics of protecting carriers 
with a ring of other vessels pay off. That is pre¬ 
cisely what fascinated me at the time. One might 
say that MIDWAY is halfway between Milton 
Bradley's BATTLESHIP and our present-day com¬ 
plex and detailed simulations. 

Quite a number of noted designers have followed 
in the footsteps of MIDWA Y's Shultz and Pinsky, 
but none to date have been as successful as Craig 
Taylor with FLATTOP, first published as a Battle¬ 
line game and now available in an AH edition. He 
has produced a simulation that is at the same time 
an enjoyable* if difficult, game. And he has accom¬ 
plished this by concentrating on the essential oper¬ 
ational facets of carrier warfare and compromising 
on the others. Do not expect from FLAT TOP the 
wild excitement of ships twisting and turning under 
air attack; these tactical “minutes of frantic activity” 
are abstracted, and you will have to combine FLAT 
TOP with its cousin DAUNTLESS to re-enact them. 
Even old MIDWA T, in which the ships at least are 
laid out on a battle board, provides more tactical 
detail. But with this well-considered sacrifice, FZ^T’ 


TOP achieves a sharp focus on the operational 
aspects and yet avoids the lengthy “telescoping” 
of time scales attempted in some other design. 

On the operational level* FLAT TOP shines. 
Where MIDWAY and some of its more elaborate 
successors launch, execute, and retrieve an air strike 
all in one game turn (thus having no ship movement 
while the planes are aloft), FLATTOP moves ships 
and planes simultaneously—and it does so on a big 
mapboard and at their proper relative speeds. This 
captures one of the essentials of carrier warfare. 
There is the excitement of whether the enemy, un¬ 
suspecting, will hold his course and allow your full 
strike to hit him* or whether he will smell danger 
and turn tail so that the slower or more short-ranged 
of your aircraft will have to return before reaching 
him. There is the problem of figuring out many turns 
ahead where your carriers will be when your planes 
return. Closing with the enemy may allow your 
planes to fly on just those few extra miles to reach 
the enemy task force instead of having to turn home, 
mission unaccomplished; but if your carriers steam 
forward at flank speed, will they not become ex¬ 
posed to massive enemy retaliation in turn? This is 
the excitement into which FLATTOP translates car¬ 
rier warfare’s weeks of “boredom”. 

FLAT TOP also provides an interesting solution 
to that eternal problem of naval games—carrier 
games in particular!—of limited intelligence. One 
of the imperatives of carrier warfare is to be first 
to strike; if you do so, and hard enough, your 
opponent will no longer be able to retaliate effec¬ 
tively. To strike, you must first find the enemy. So 
searching and spotting is at the heart of carrier 
warfare and of every carrier game . But in a game, 
how can you “search” (asking your opponent 
whether he has something at a stated location) 
without revealing the positions of your scouts, there¬ 
by giving your own disposition away? In FLAT 
TOP * ships remain hidden and only air groups are 
moved on the mapboard, and players are honor- 
bound to reveal any naval forces of theirs which 
would be sighted by the enemy planes as they move. 
It may seem strange at first that hard-to-see spotter 
planes move openly on the board while the much 
more visible ships remain hidden, but the system 
works quite well in practice. Still, the problem re¬ 
mains that the point of origin of air groups in mid¬ 
ocean would immediately be recognized as the 
position of a carrier. To alleviate this problem, Craig 
Taylor’s original design allowed search and strike 
aircraft to remain off-board for their first and last 
game turns aloft. AH’s edition goes even farther 
in leaving it up to the player whether to move an 
air group on the board or keep it hidden; of course, 
a hidden group will never spot an enemy, even if 
it flies directly over him! (Combat air patrol over 
own ships remains hidden in both designs.) 

This search system may well be the best possible 
compromise solution for a two-player game, short 
of the use of expensive electronic or cumbersome 
mechanical matching devices. It does not mirror 
reality completely: you may see air groups hundreds 
of miles from your nearest observer while missing 
others right under—pardon me, over!—your nose. 
Still, the realistic effect is achieved. And there just 
is no way for two players, without gadgetry, to 
search without telling one another where they are 
searching. For two players, that is. If a third can 
be found* to act as umpire, the whole problem be¬ 
comes trivial. This is indeed the best way to play 
a carrier game! More about that a little later. 


ANATOMY OF A SYSTEM 

FLAT TOP'S system is an interesting mixture of 
intricate detail and elegant abstraction. It works 
remarkably well for the main aspects of the game, 
but does have its weaknesses as play could lead to 
combat actions for which the game was not 
designed. 

The time scale for one hour per game turn is a 
happy compromise providing sufficient operational 
detail without slowing the game down unduly. This 
scale allows for fairly detailed distinctions between 
aircraft types, flight endurance ranging from five 
turns aloft for a P^O fighter to 24 for an Emily fly¬ 
ing boat; and speed, from four hexes per turn for 
a Pete to 12 for a P-38 fighter. On the sea , this scale 
fits less well. There are just two speeds; fast carriers, 
cruisers and destroyers streak over the ocean at a 
miraculous* sustained 40 knots while slow craft such 
as lowly transports still manage a respectable and 
equally unrealistic 20. However, the system is in¬ 
ternally consistant in that aircraft crusing speeds, 
too, are exaggerated by about 30 percent, So, we 
might just say FLATTOP has days with twenty-four 
80-minute hours. I cannot guess the reason for this 
distortion, but its effect on play is minimal—not 
much greater than that of forcing movement into 
a hex grid, something wargamers have long learned 
to live with unquestioningly. 

The play sequence is intricate* with no less than 
ten phases per turn. In essence, naval forces are 
moved first, simultaneously and in secret. Their 
positions are conveniently kept track of on pads of 
reduced-size mapsheets. Air formations are then 
moved sequentially, the player who wins an “in¬ 
itiative” die roll going first. (Incidently* to have the 
initative may be a disadvantage!) It is up to the own¬ 
ing player whether to move any air formation openly 
on the mapboard or secretly on the record pad. In 
any event, only anonymous formation markers 
appear on the map* so that the composition of the 
formation remains unrevealed. Aircraft may fly at 
either of two altitudes: high or low. 

Depending on weather conditions, the presence 
of a ship or ships must be disclosed to aircraft at 
high altitude flying by at a distance of up to two 
hexes. Radar may detect “boogies” at even greater 
distances. However, to make out the composition 
of a force, the observer must be nearer. There are 
special provisions for observation at night or by 
Japanese troops or Allied coast watchers on many 
of the islands. 

All combat is between forces in the same hex. 
Air-to-air combat may occur only within observa¬ 
tion range of an air base or carrier or directly over 
any ships. AH combat* including anti-aircraft fire* 
torpedo attacks, shore bombardment, and such is 
resolved on a single, universal Combat Results 
Table. In essence* any type of attack—say, by 
Japanese Kates armed with torpedoes—is given its 
"Basic Hit Table”* really just a number (a whoop¬ 
ing 10 for the Kates), This number is cross-indexed 
on the Combat Results Table with the attacker’s 
strength (here, number of Kate air factors participat¬ 
ing) to give a ""Result Number”, This is the num¬ 
ber of probable hits. A single die is then rolled and 
its result may increase or decrease the number of 
hits by one or two or leave it unchanged. One hit 
destroys an air factor (equivalent to three planes), 
submarine or transport. Other ships can take more 
hits before sinking: a destroyer, two; a cruiser* three 
to six; a large carrier, five to eight; a South Dakota- 



26 


COMBAT RESULTS TABLE 

Hit 

Table 

Number of Attacking Factors j 

1-2 

B 

56 

7 8 

9-10 

i 

£ 

£ 

*3? 

£ 

y 

j? 

N 


P 

*< 

> 

* 

$ 


H 


m 




1 

i 

1 

i 

i 


1 



m 

El 

El 

i 

i 

1 

1 

i 


2 

2 


3 





i 

i 

i 

1 

2 

2 


3 

3 


4 



Bi 

i 

1 

i 

i 

2 

2 

2 


4 

4 


6 




i 

i 

i 

2 

2 

3 

3 

4 

5 

6 

6 

7 

8 


El 

i 

i 

2 

2 

2 

3 

4 

5 

6 

7 

8 

8 

9 


0 

i 

i 

2 

2 

3 

3 

4 

5 

7 

8 

9 

10 

11 

8 

El 

i 

i 

2 

2 

3 

4 

5 

6 

7 

9 


11 

13 

9 


i 

2 

2 

3 

3 

4 

5 

7 

8 

10 

11 

13 

14 

10 

0 

i 

2 

2 

3 

4 

5 

6 

7 

9 

11 

12 

14 

16 

11 

0 

i 

2 

3 

3 

4 

5 

I 6 

8 

10 

12 

13 

16 

17 

12 

El 

i 

2 

3 

4 

4 

6 

7 

9 

11 

13 

15 

17 

19 

13 

0 

i 

2 

3 

4 

5 

6 

7 

9 

11 

13 

16 

18 

21 

14 

0 


2 

3 

4 

5 ' 

m 

8 


12 

14 

17 

20 

22 

15 

1 


3 

4 

5 

6 

D 

9 

11 

13 

17 

19 

21 

23 


OBSERVATION TABLES 





DISTANCE 



UNIT BEING 


BETWEEN OBSERVING UNIT 

OBSERVING UNIT 

OBSERVED 

WEATHER 

& UNIT BEING OBSERVED 

Day Turns 



0 

1 

2 

3 

Ba se.'TF ^Co as I wal Cher 

Air Formal ion 

Clear 

3 

2 

i 

— 



Clouds 

2 

1 

— 

— 


TF 

Clear 

3 

2 

i 

— 



Clouds 

3 

2 



Air Formation 

Air Formation 

Clear 

3 

2 

1 

— 



Clouds 

2 

1 

— 

— 


TF 

Clear 

3 

2 

1 

— 



Clouds 

2 

1 

— 

— 

TF^Base wilh Radar 

Air Formation' 

Clear 

2 

2 

1 




Clouds 

2 

2 


i 


TF 

Clear 

— 

— 

— 

— 



Clouds 

- 


- 

— 

Night Turns 







Ba se/T F^Coas twatch.er 

Air Formation 

Clear 

1 

— 

— 

— 



Clouds 

— 

— 

r. 

“ 


TF 

Clear 

1 

— 

— 

— 



Clouds 

! 1 

- 

— 

— 

Air Formation 

Air Formation 

Clear 

2 

_ 

_ 

— 



Clouds 

1 

— I 

9 — 

- 



Clear 

1 

— 

— 

— 



Clouds 

- 

- 

— 1 

— 

TF/Base vvitti Radar 

Air Forma lion’ 

Ctear 

2 1 

2 

; 




Clouds 

2 

2 


i 


TF 

Clear 

— 

— 

— 

— 



Clouds 

“ 

— 

— 

— 


class modern battleship, fifteen. Throughout com¬ 
bat resolution, various modifiers to the Basic Hit 
Table or die roll may apply, (e.g. , for weather con¬ 
ditions, anchored ships, etc). 

An example of play on these pages shows how 
this system works in an action for which the game 
was mainly designed, an air strike against a naval 
task force. This example also gives an idea of what 
tactical options are open to the players in such an 
engagement. There is ample opportunity for good 
combat tactics, although they largely are a clever 
use of game mechanics rather than bearing any 
resemblance to reality. Still, some illusion of tac¬ 
tical combat is maintained. 

Unfortunately, the system works less well for sur¬ 
face and submarine combat, even with the improve¬ 
ments incorporated in the AH edition. Fortunately, 
this matters little as surface combat is an exceptional 
event. In some games, however, surface engage¬ 
ments do occur, especially if the scenario calls for 
a Japanese landing. Surface combat makes use of 
the same, universal Combat Results Table. The Bas¬ 


ic Hit Table is taken to be the sum of two numbers 
from 1 to 6, secretly selected one by each player 
and revealed simultaneously. Each ship has just one 
gunnery strength, from 1 for a lowly destroyer to 
18 for the mighty Yamaio , and opponents bang away 
at one another for one round of combat, combin¬ 
ing fire as they wish and with only few restrictions. 
No vessel smaller than a cruiser may fire at a bat¬ 
tleship; torpedo-carrying craft may be set aside for 
a subsequent torpedo attack {they may be fired at 
but cannot fire themselves); and valuable ships may 
be “screened” by others to protect them from fire. 
There is no maneuvering, and the whole affair 
resembles the chaotic night action at Savo Island, 
not a normal naval engagement as one might have 
expected it to develop during daytime. 

If a surface battle does occur, it usually is very 
bloody and ends, more often than not, with annihi¬ 
lation of the weaker force down to the last destroyer. 
This is because even a flotilla of fast destroyers has 
little chance of disengaging from a stronger, if 
slower, enemy. Carriers, modern battleships. 


cruisers, destroyers, all travel at two hexes per turn 
so that the stronger force usually manages to follow 
the weaker one by '"shadowing” it. In the original 
design there was no escape, except into a storm front 
or with nightfall. The AH edition mitigates that a 
little by making the success of shadowing depen¬ 
dent on a die roll (still five chances out of six in 
daytime and fair weather) and introducing rules 
limiting ammunition. Even so, no naval buff will 
be satisfied with the results of surface combat. If 
you are such a one, you may wish to play surface 
engagements out separately with miniatures. 

Beyond movement and combat, FLAT TOF has 
a great many detailed rules for observation, plane 
handling on carriers and at bases, weather, night¬ 
time, fuel and fleet oilers, seaplane tenders and tem¬ 
porary bases, and many other facets than are 
historically relevant and make the game more in¬ 
teresting, In general, they are well designed and 
coordinated. There were a few rough edges in the 
original design, but most of them have been 
smoothed out in the AH edition, in part thanks to 
the input from a large group of FLAT TOP en¬ 
thusiasts, 

OPERATIONAL ANALYSIS 

Apart from illustrating the combat system, our 
example of play can demonstrate three important 
points at the operational level, all much more closely 
related to reality than are the game's combat tactics. 

The first point concerns the size of an effective 
air strike. Ours was quite a massive one, 32 air 
factors—almost one hundred planes. Yet it failed 
to sink the Zuikaku. A weaker strike against the same 
task force would have taken the same losses to com¬ 
bat air patrol and anti-aircraft fire, a lesser propor¬ 
tion of its planes would have got through, and these 
might have been too few to do significant damage. 
Therefore: Against a fresh enemy, mass your strike. 
If you fail to do so, you will dribble away your at¬ 
tack aircraft for little return. 

This rule is easier to state than to follow, however. 
The “Normal Launch Factor” of a large carrier is 
10 to 12, and that is the number of air factors which 
can be launched during one game turn and still move 
half their movement allowance in that turn . The car¬ 
rier could launch an additional, equal number of air 
factors in the same game turn on its “Maximum 
Launch Factor”, but these planes would have to re¬ 
main in the carrier's hex for the rest of the turn. 
Thus, if a single carrier were to have launched our 
eighteen Dauntless and six Avenger factors (not to 
mention the Wildcat escort), it could have done so 
in one turn. But the planes would have spend one 
hour of fuel in the carrier's hex on launching, one 
hour for maneuvering in the target hex, and a third 
hour over their carrier for landing (for which the 
same rules as for taking-off apply). For a Daunt¬ 
less, with total flight endurance of six hours, three 
would thus be spent in this fashion and only three 
would be left for movement. That means, either leg 
(or both) of the flight, to or from the target, would 
have to be covered in a single game turn. That a 
carrier comes so near to an undamaged enemy car¬ 
rier is a rare occurrence—and is very uncomfort¬ 
able! And if it should happen, it comes as a surprise 
and the carrier is unlikely to have all these planes 
ready on deck for a Maximum Launch, 

Of course, our strike could have been launched 
by the carrier in two successive turns. But then the 
First wave would have lost an hour of fuel waiting 
for the second to be launched, and the situation 
would not have been much more favorable. 

It is more likely that our strike was launched by 
two or even three large American carriers on 
“Normal Launch Factor” in the same game turn. 
Two carriers could launch the 24 attacking factors, 
and the faster fighter escort could catch up later on 
the way to the target. Easy? No! To be considered 
as a single air formation, the strike (not counting 












































27 


EXAMPLE OF PLAY! Air Attack on a Carrier Force 







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1-6-2 


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11-2 


A massive strike of eighteen factors of Daunt¬ 
less divebombers armed with armor-piercing 
bombs (high-explosives bombs are less effective 
against ships) and six factors of Avenger torpedo 
bombers armed with torpedos, escorted by eight 
factors of Wildcat fighters, is attacking a 
Japanese task force composed of carrier Zuikaku, 
battleship Hiei, cruisers At ago. Takao and Jintsu 
and three destroyers, protected by seven factors 
of Zeroes on combat air patrol. 

The torpedo planes must attack at low alti¬ 
tudes. The divebombers attack from high alti¬ 
tudes (they could instead make a low-level 
attack, but their Basic Hit Table would then be 
only 5 instead of 7). To give all his planes some 
protection, the American player decides to split 
his escorts evenly, four factors each at high and 
low altitude. The Japanese player, fearing the 
divebombers more than the torpedo planes, has 
placed all his Zeroes at high altitude. So the 
Wildcats at low altitude remain idle, and the 
Avengers are unopposed. 

The first combat action is that of the Zeroes 
intercepting the incoming, escorted divebombers 
at high altitude. The interceptors may be allo¬ 
cated in any fashion against the escorts and 
bombers; here, however, it is to the Japanese 
player's advantage to send all of them against 
the escorts. 

Air-to-air combat of interceptors versus 
escorts: seven Zero factors, cross-indexed with 
the Zeroes' Basic Hit Table of 9 gives a Result 
Number of "2". A die roll of “4” leaves this 
unchanged, so two of the four Wildcat factors 
will be removed, but not before all four have 
fired back. Four Wildcat factors, with Basic Hit 
Table of 9, give a Result Number of 1 * V 1 ; a die 
roll of t4 5’' increases this to “*2'', so two of the 
seven Zero factors are removed. 

Air-to-air combat of interceptors versus bom¬ 
bers; after their brush with the Wildcats, the in¬ 
terceptors outnumber the escort 5:2. This is 
better than 2:1 and thus allows them to attack 
the bombers. With their Basic Hit Table of 9 
and a die roll of ‘'3*' (number of hits unchanged) 
the five Zero factoers shoot down two Daunt¬ 
less factors. In return, the eighteen Dauntless 
factors, with a Basic Hit Table of 3 and a die 
rail of “2" (one hit less) brings down one Zero 
factor. Air-to-air combat is now complete. 

The Japanese player could have diverted some 
of his Zeroes to attack the divebombers directly. 
However, the Zeroes fighting the escorts might 
then not have established a superiority of 2:1 or 
better over the escorts, and this would have 
prevented them from joining their comrades in 
the attack on the bombers. Worse, if the escorts 
had gained a 2; 1 or better superiority over the 


interceptors attacking them, they would have 
prevented any attack on the bombers. 

Next, the attacking planes must choose their 
targets. Let us say the American player decides 
to attack the carrier with all planes except three 
Dauntless factors which will go for the cruiser 
Jintsu, 

The planes must no w run the gauntlet of anti¬ 
aircraft fire from all ships of the task force. The 
Japanese ships have a total of 17 anti-aircraft fac¬ 
tors, which can be directed in any proportions 
against the three attacking groups (two divebom- 
ber groups attacking different ships, and one 
torpedo bomber group). However, no single ship 
may split its fire. For maximum effect, the 
Japanese players allots 11 factors against the 
divebombers attacking the carrier, and 3 each 
against the two other groups. The Basic Hit 
Table for anti-aircraft fire being 4, the Result 
Numbers are '‘2", “1 st and ‘T’. (There is a 
—2 Hit Table modifier for high altitude; 
however, divebombers do not profit from it.) 
Let us say the die rolls are “3", “1”, and "6” 
{+0, -2, and +2 change to Result Number, 
respectively). This brings down two of the 
Dauntless factors attacking the carrier, none of 
those attacking the cruiser, and three factors of 
Avengers. Anti-aircraft fire is now completed. 

The Japanese player could have allocated all 
17 anti-aircraft factors against the most danger¬ 
ous attack, that of the divebombers against the 
carrier. However, the six additional factors 
would not have increased the Result Number 
which, for a Basic Hit Table of 4, is “2 ft at 11 
as well as at 17 factors firing. In his allocation, 
the Japanese player maximized the effectiveness 
of his anti-aircraft guns, and indeed brought 
down an additional three planes. 

Now, finally, the surviving aircraft attack their 
targets. Attacking the Zuikaku are 18—3—2 
—2 = 11 Dauntless factors (Basic Hit Table 7 for 
divebombing) and 6—3—3 Avenger factors 
(Basic Hit Table 6 for torpedo attack). The 
Result Numbers are “3” and “1”, respectively. 
Assume the die rolls are “4 1 " and **3” t leaving 
the number of hits unchanged, so that the 
Zuikaku takes a total of four hits. Six would have 
been required to sink her. Fortunately for her, 
she had no ready planes on deck, or the dive- 
bombing hits would have been doubled, sealing 
her fate. However, having suffered more than 
50 percent damage, she is reduced to half speed. 
Also, for each hit, one air factor is removed from 
her complement aboard and both her gunnery 
and anti-aircraft strengths (1 and 5, respectively) 
are reduced by one. Moreover, each hit reduces 
her Launch Factor by three; since that factor was 
only ten to start with, she is no Longer able to 


conduct air operations. Under an optional rule, 
there is a chance of critical hits, possibly caus¬ 
ing further damage or total loss. As it stands, 
she is still afloat, but out of action, and to get 
her home will be a problem. 

Meanwhile, the three Dauntless factors attack¬ 
ing the Jintsu (Basic Hit Table 7, Result Num¬ 
ber “1") scored one hit on a die roll of “3" 
(no change to number of hits). 

Should the American player have used all bis 
planes against the carrier? A more conservative 
player, conscious of the possibility of higher 
losses to anti-aircraft fire, would have done so. 
As it turns out, however, three more Dauntless 
factors attacking would not have given him a bet¬ 
ter Basic Hit Table and Result Number, so the 
damage to the carrier would not have been 
greater and the Jintsu would have gotten off free. 

The air attack is now over. All American 
planes are at low altitude, except the two Wild¬ 
cat factors of the dive bomber escort. The four 
Zero factors of combat air patrol are still at high 
altitude. In the next game turn, if the Japanese 
player wins the initiative die roll, his Zeroes may 
attempt to attack the Wildcats at high altitude 
once again before they can move off. Of course, 
the outnumbered Wildcats will attempt to evade. 
To catch them, the Japanese player would have 
to roll a 5 or 6 on the Interception Table (the 
probability of interception increases with the 
number of planes involved on both sides). If the 
Wildcats had still been escorting any bombers, 
they could not have attempted to refuse combat. 

All planes, except the Wildcat escorts at low 
altitude which did not participate in any com¬ 
bat actions, have one additional hour deducted 
from their flight endurance to reflect the extra 
use of fuel in their frantic maneuvering. The 
escorts could have avoided this extra expendi¬ 
ture of fuel, but they would then have had to 
use a Basic Hit Table of 3 instead of 9, If the 
fighters at high altitude fight once again in the 
subsequent turn, they have another extra hour 
of fuel deducted, and again the defending Wild¬ 
cats can avoid this by using the lower Basic Hit 
Table. 

In FLAT TOP *s original design, all aircraft 
which had participated in any combat action had 
to return as quickly as possible to a hex of a 
friendly base or carrier. This prevented planes 
from staying behind after their attack to keep 
shadowing the enemy task force. The new AH 
edition does not contain this “no lingering’ + rule. 
So, while the others make for home, one of the 
long-range Avengers (eight hours flight endur¬ 
ance) might stay behind to keep the Japanese task 
force under surveillance from a respectful 
distance. 

























































































28 


ALLIED AIR HIT TABLES 


Allied 
Plane 
Name ' 

Air 

to 

Air 

Air Attacks Vs. Bases 

Air Attacks Vs. Ships 

Level Bombing 
High Altitude 

Level Bombing 
Low Altitude 

Dive 

Bombing 

Level Bombing 
High Altitude 

Level Bombing 
Low Attitude 

Dive 

Bombing 

Torpedo 

Bombing 

GP 

AP 

GP 

AP 

GP 

AP 

GP 

AP 

GP 

AP 

GP AP 

A’20 

3 

s 

2 

6 

$ 

— 

— 

— 

i 

2 

5 

— — 

— 

Avenger 

3 

4 

2 

6 

2 

— 

— 

— 

1 

2 

5 

— — 

6 

Beau fighter 

6 

— 

— 

5 

— 

— 

— 

— 

— 

1 

3 

— — 

— 

Beaufort 

3 

4 

2 

6 

2 

— 

— 

— 

i 

2 

6 

— — 

7 

B‘ 17 

8 

13 

5 

— 

— 

— 

— 

— 

2 

™ 

— 

— — 


B-25 

4 

8 

3 

11 

5 

— 

— 

— 

1 

3 

7 

— — 

— 

B-26 

4 

6 

2 

10 

4 

— 

■— 

— 

1 

2 

5 

— — 

5 

Catalina 

4 

6 

2 

9 

3 

— 

— 

—■ 

1 

2 

7 

— — 

10 

Dauntless 

3 

3 

1 

5 

1 

6 

2 

— 

— 

2 

s 

2 7 

— 

Devastator 

2 

3 

1 

5 

2 

— 

— 

— 

— 

1 

5 

— — 

6 

Hudson 

3 ! 

3 

1 

6 

2 

— 

— 

— 

1 

1 

4 

— — 

— 

P-38 

7 

— 

— 

5 

— 

i — 

— 

— 

— 

1 

— 

— — 

— 

P’39 

6 j 

— 

— 

5 

— 

— 1 

— 

— 

— 

1 

— 

— — 

— 

P-40 

7 

— 

— 

4’ 

— 


— 

— 

— 

1 

— 

— — 

— 

, Wildcat 

9 

— 

—* 

4 

—- 


— 

—■ 

— 

1 

— 

— .— 

—** 


the escort) must assemble in the hex of a friendly 
carrier or air base in an Air Operations Phase 
preceding air movement. If it does not do so* Us 
components are treated as separate air formations* 
each of which would have to bear the brunt of the 
target's full anti-aircraft strength. So* if the attack 
aircraft of our strike came from two carriers at 
different positions* those from one carrier would 
have had to fly first to the other carrier, there to 
meet their comrades, and would have lost one hour 
of fuel doing so. The situation is no better than if 
one carrier had launched the strike in two succes¬ 
sive turns. 

To avoid the waste of precious flight endurance* 
a strike as large as ours should be launched by two 
(or three) carriers in the same hex . Now, the attack 
aircraft can start out toward the target in the turn 
of their launching and as a single air formation. 

There is an important operational lesson in this: 
Keep your carriers together] They need not move 
with one another at all times* but if they separate 
they should remain close enough that, at short 
notice* they can meet in one hex to launch a mas¬ 
sive strike. This is the second point our example 
can demonstrate. 

The third point concerns anti-aircraft fire. Since 
ail ships of a task force may fire at each incoming 
strike, it is obviously to your advantage to concen¬ 
trate as many ships as possible in one task force 
around your carrier or carriers. But the game's rules 
wisely put a limit to such concentration; no more 
than fifteen American ships* including no more than 
two carriers, and no more than ten Japanese ships, 
including at most one carrier, may be in the same 
task force. The number of task forces in the same 
hex is not limited, but none may fire at planes at¬ 
tacking another force. You will do well to protect 
your carriers by placing them in a task force, or 
task forces, with as many other ships as the rules 
allow and you have under your command. Concen¬ 
trate you ships T For example* our eight-ship 
Japanese task force with one carrier was able to put 
up a respectable 17 factors to anti-aircraft fire* pretty 
close to what the Japanese normally scrape together. 
Here, the Americans are at an advantage with larger 
task forces and better anti-aircraft armament. A 
fifteen-ship American force with two carriers* two 
modern battleships, and a complement of cruisers 
and destroyers may well throw up a formidable anti¬ 


aircraft fire of 40 factors or more. All the more im¬ 
portant is U for the Japanese to attack such a task 
force only with a truly massive strike. 

There is another, incidental advantage to your 
concentrating your carriers. That is that each addi¬ 
tional carrier in a hex can contribute fighters to com¬ 
bat air patrol. This is so even if the carriers belong 
to different task forces as combat air patrol protects 
the entire hex rather than only one specific task force 
in it. 

Of course* the concentration of carriers also has 
its disadvantages. For one thing, it makes it easier 
for the enemy to keep track of. And there may be 
overriding strategic considerations demanding two 
or more carrier forces to operate far from one 
another. Yet* a decision to split the carriers should 
never be taken lightly . 

Beyond the general tenet of concentration* under¬ 
lying all three points we have examined so far* FLAT 
TOP can teach other lessons. Let us look briefly 
at some of these. 

The first concerns the practice* often seen in the 
movies* of keeping readied aircraft on deck. If you 
are a MIDWAY play tv, you may be tempted to storm 
into your first FLATTOP game with all your planes 
in that condition* ready to take off at a moment's 
notice. But this tactic is dangerous and largely un¬ 
necessary. As in MIDWAY , divebombing hits are 
doubled on any carrier having ready planes on deck. 
But contrary to MIDWAY, FLATTOP allows planes 
to be brought up from the “Readying" section 
(hangar) and launched in the same turn-up to the 
limit set by the carrier's “Ready Factor"* which 
usually is a few points smaller than the Normal 
Launch Factor. For example, the Lexington has a 
Normal Launch Factor of 12 and a Ready Factor 
of 8. So* in normal operation, you are wise to bring 
up from the hangar no more air factors than you 
want to launch that same turn. You may want to 
make an exception when you feel safe from air at¬ 
tack and plan to launch as large a strike as possible. 
In such a situation* the “Lady Lex" might bring 
up four air factors onto her deck in one turn, so as 
to be able in the next turn to launch twelve factors 
(full Normal Launch capacity) instead of only the 
eight which the Ready Factor allows to be brought 
up from the hangar. 

Another concern of yours should be combat air 
patrol, A novice may be tempted just to put a batch 


of fighters aloft and keep them there until their fuel 
runs out, at which time he retrieves them and sends 
up another batch. But that is not the best way to 
go about it. For one thing* in their last two hours 
of flight endurance the fighters don't do much good: 
the last hour of fuel goes into landing, an activity 
which, in the turn sequence* precedes air combat. 
And in the hour before that your fighters* if inter¬ 
cepting, would use up their last fuel maneuvering 
in combat, and would then have to be ditched at the 
end of the turn. So* combat air patrol should be 
replaced the turn before their fuel runs out* or 
earlier. But this is not all. Launching or retrieving 
a sizable combat air patrol will force your carriers 
to turn into the wind, possibly delaying their 
progress. Moreover, just at the time you have 
retrieved your combat air patrol* you might need 
all points of your carrier's Ready Factor to get a 
big strike readied and lauched and your fighters 
might then have to wait a long time before they can 
be refueled. So, learn to rotate your combat air 
patrol gradually and continuously, in ones and twos 
and making best use of your Ready Factor at times 
it would otherwise be idle, even if such a proce¬ 
dure occasionally means retrieving a fighter with 
still a few hours of fuel in its tanks. 

Another skill the novice will have to acquire Is 
how to search. His feeling of unease and insecurity, 
with no idea of the enemy’s whereabouts, may tempt 
him to send most of his planes out criss-crossing 
the mapboard. If he has not been careful to plan his 
schedule of flight operations* he might find him¬ 
self compelled to land more planes on his carrier 
than his Minimum Launch Factor permits {3 for 
most carriers; that is the maximum number of air 
factors that may take off or land in one turn and 
move their full movement allowance), A plane be¬ 
ing more than half its movement allowance away 
from the carrier at the start of its last hour of fuel 
may thus have to ditch. Moreover, if an enemy force 
is spotted, not enough planes may be ready for 
strong enough a strike to be launched. So* be stingy 
with your searches, always keep enough aircraft at 
hand for a good strike. 

Actually* if you search systematically, surpris¬ 
ingly few air factors can cover a wide area of the 
mapboard. But do so systematically! Few things are 
as annoying as having left a hole in the search pattern 
and now being unsure whether an enemy* possibly 
a carrier force in striking range* is not after all lurk¬ 
ing in the area searched. In fair weather* aircraft 
at high altitude will spot naval forces as far as two 
hexes away, so a cordon of air factors five hexes 
apart can effectively sweep an area. But they must 
move in a cordon, not some of them a turn later, 
lest ships move from a not yet swept to an already 
swept strip of the pattern, (Remember* the oppo¬ 
nent sees your planes moving!) Also, clouds reduce 
your range of observation; unless you want to leave 
a hole in the pattern* you will have to have your 
planes zig-zag through clouds to cover all the hexes 
of their strips. 

A more or less normal procedure tor a carrier 
force, typically with two carriers, is to conduct a 
morning and an afternoon search, each with about 
five to seven air factors. It is good practice to start 
launching the morning search before daybreak; the 
scouts are then already well on their way when the 
sun comes up, and the area right around the carriers 
is easily covered at that time by a fighter or two 
of the combat air patrol. Needless to say, to be able 
to extend your searching as far out as possible, you 
should always try to launch and retrieve your scouts 
on Minimum Launch Factor. 

As you will not want to use many planes for 
searching, think before you launch! Most searches 
are “offensive": You will want to find the enemy* 
and preferably before he finds you. Morning 
searches are almost always of this nature, and arc 
directed into the enemy's most likely hunting 
grounds. By afternoon, you might have acquired a 




29 


pretty good picture of the situation and then want 
to conduct a “defensive"' search, to be sure where 
the enemy is nor and where you can retreat to in 
safety until you are ready to strike again. 

Should you search at night? Only in exceptional 
situations, as it would take an awful lot of planes 
to comb even a small area. As a rule, you will want 
to have your scouts, including the long-range fly¬ 
ing boats, home at or before nightfall to run no risk 
of their crashing in a night landing. 

And who should search? The best scout planes, 
of course, are the long-range flying boats (Mavises, 
Emilys, Catlinas). The B-I7s are pretty good, too. 
You should search with carrier planes only where 
shore-based scouts have a hard lime reaching. When 
you search from a carrier, you will probably prefer 
to use divebombers (Dauntlesses, Vais). Fighters 
are needed for combat air patrol and as escorts, and 
the torpedo planes are rather slow. 

If you thought air search calls for careful plan¬ 
ning, so does a strike on the enemy. The main 
problem here is to assess how far your planes will 
have to go, considering that your target will move 
while your strike is on its way. A large strike that 
has to be recalled for lack of fuel short of its target 
sets your air operations back the better part of a day. 
You also have to work out a landing schedule, taking 
note which planes you will retrieve on Minimum, 
Normal, and Maximum Launch Factors. On this 
basis, you can then figure the point of no return for 
your strike. If you strike from a carrier or carriers, 
you can stretch the range quite a bit by steaming 
toward the target after the launch—but be conscious 
of the risks your carriers may be taking when doing 
so. Or, if the target is near, you may want to open 
the range while the strike is in the air; just take care 
not to run too far. 

What targets should you go for? As a matter of 
course, carriers should always be given preference. 
Even only one or two hits will seriously impair a 
carrier’s flight operations, and that pays more divi¬ 
dends than sinking a cruiser or scratching a battle¬ 
ship’s hull. There is only one other target that might 
vie with carriers for priority and that is a fleet of 
troop transports whose reaching their destination 
will win the game for the enemy. 

Should you try to damage a number of ships or, 
instead, sink a few? Usually, you fare better if you 
sink ships. For one thing, the job then is done and 
you get more victory points. But there are excep¬ 
tions. Two damaged carriers pose less of a threat 
to you than one unharmed one. Or, for example, 
if you have superior surface forces chasing an 


enemy, it will do just to damage his ships sufficiently 
to reduce their speed; your ships' guns can then do 
the rest. 

THE OPPONENTS 

Finally, let us take a look at the relative strengths 
and weaknesses of the opposing forces and what 
opportunities and dangers they entail. 

The Japanese are inferior in almost every respect. 
Their bases and carriers have no radar, the 
American ones do. Their bases have slower turn¬ 
around of aircraft. Their carriers are smaller. They 
are allowed fewer ships in a task force, and only 
one carrier in a task force to the American’s two. 
The anti-aircraft strengths of many of their ships 
are lower. And except in a fantasy scenario you 
might brew up with Yamato and Musashl, they have 
no ships to match the firepower and endurance of 
the South Dakota -class battleships. But they have 
two important advantages: the greater ranges of their 
carrier-based aircraft and the formidable strengths 
(Basic Hit Table 9 or 10) of their Kate, Betty, and 
Nell torpedo planes. Here is a comparison of max¬ 
imum ranges of carrier aircraft (in hexes, for one¬ 
way flight): 

_ American Japanese 


Fighters 

Wildcats: 

48 

Zero: 

80 

Divebombers 

Torpedo 

Dauntless: 

54 

Val: 

63 

Bombers 

Devastator: 

Avenger: 

30 

56 

Kate: 49 


These disparities in strength and range largely dic¬ 
tate Japanese operational planning. The Japanese 
must try to keep at a distance, to strike from out 
of the enemy’s range. In practice, however, this is 
more easily said than done. Often enough, a strong 
enemy carrier force is suddenly discovered well 
within Dauntless range. Besides, a truly deadly 
Japanese strike will have to include both Vais and 
Kates and will fly at the Kates' lower speed and have 
the Vais' lesser endurance. This calls for “going 
in for the kill M , and a few necessary maneuvers such 
as turning into the wind to launch or retrieve planes 
can well bring your precious and vulnerable carriers 
into the enemy’s range. Still, this is a risk the 
Japanese will have to run. 

How can an American player outwit a Japanese 
who exploits his planes’ superior range? Apart from 
the obvious attempt to sneak up on the Japanese car¬ 
riers, perhaps from several directions, he can try 
to “gain the weather guage’', To launch or retrieve 


a strike, the Japanese carriers will have to turn into 
the wind, in this case towards the enemy, and this 
may bring them into the range of the American 
planes. On occasion, it may be possible to ride un¬ 
detected with a rain front into strike range. But most 
of all, the American player must see to his defenses, 
maintaining a strong combat air patrol and keeping 
his ships together to receive any strike with devasta¬ 
tion anti-aircraft fire. It is quite difficult for the 
Japanese to conduct a large stirke at very long range. 
Let him launch smaller ones, and the attrition to his 
planes may hurt him more than damage to your ships 
hurts you. 

All in all, I would say the two sides are fairly 
evenly matched in capabilities—like two boxers, one 
of whom makes up in range what he lacks in power. 
Among highly skilled players, the Americans will 
have a slight edge, though, unless the Japanese are 
given the larger naval and air forces. Nevertheless, 
enjoying agility more than brute force, I usually 
prefer the challenge of playing the Japanese side. 
Many do, 

THE SCENARIOS 

The nil ebook lists five scenarios. The first of 
these. Rings Around Rabaul (February 23, 
0600-1800) is no more than a training device, pit¬ 
ting an American task force with carrier Lexington 
against Japanese shore-based aircraft. The other four 
scenarios are long battle games (66 to 109 turns) 
but each (except the last) has one or two shorter ver¬ 
sions of 18 to 42 turns. The second scenario. Coral 
Sea (May 4-8) has fairly evenly matched forces, but 
its victory conditions saddle the Japanese with at¬ 
tempting a very difficult landing at Port Moresby. 
The third, Eastern Solomons (August 24-26), pits 
an American task group superior in carriers but in¬ 
ferior in heavy surface vessels against a Japanese 
armada that, again, is shown a carrot of victory 
points for a landing (this time at Gili-Gili, on New 
Guinea's eastern tip). Number four, Santa Cruz 
(October 25-27), is a large carrier battle in which, 
for a change, the Japanese have a superiority in 
carrier-based aircraft. And last, Guadalcanal 
(November 12-15), has both sides relatively weak 
in carriers and strong in battleships and forces both 
Americans and Japanese to attempt landings on 
Guadalcanal; this scenario is the most likely to lead 
to surface actions, and is the weakest of all. 

The most interesting scenarios are Coral Sea and 
Santa Cruz, but all except Rabaul’s “rings’' are in¬ 
teresting and challenging And, of course, you can 
easily design your own! 

GAME AND HISTORY- 

HOW REALLY TO PLAY FLAT TOP 

A well designed wargame is a wonderful tool that 
can help us understand history, it can never take 
the place of a book because it must gloss over a great 
many details, oversimplify situations, and press the 
great wide world of war into the strait jacket of game 
mechanics. But it can do what no book ever can. 
It can make you a participant, not a detached viewer 
and passive bystander—who knows the outcome 
already. It presents you with options, it actively in¬ 
volves you in decision making. You act, and you 
can see the consequences evolving. 

Such an experience can indeed change your out¬ 
look, I remember having read numerous accounts 
of the Battle of Coral Sea and having wondered why 
the Japanese did not force a surface engagement and 
press on with their troop convoy instead of meekly 
turning tail. Wasn’t Port Moresby theirs for the tak¬ 
ing? Then I designed my own Coral Sea game, based 
on a slight elaboration of AH's MIDWAY system. 
Playing the Japanese and having to decide, on the 
basis of the situation of the moment as I would see 
it, I found I had no choice other than to do what 
the Japanese command did in 1942, And I learned 
to be less self-assured in my criticism of the actions 


JAPANESE AIR HIT TABLES 


Japanese 

Plane 

Name 

Air 

to 

Air 

Air Attacks Vs. Bases 

Air Attacks Vs, Ships 

Level Bombing 
High Allilude 

Level Bombing 
Low Altitude 

Dive 

Bombing 

Level Bombing 
High Altitude 

Level Bombing 
Low Altitude 

Dive 

Bombing 

Torpedo 

Bombing 

GP 

AP 

GP 

AP 

GP 

AP 

GP 

AP 

GP 

AP 

GP AP 

Betty 

"3“ 

T 

$ 

nr 

2 

— 

— 

— 

i 

2 

5 

— — 

9 

Dave 

1 

— “ 

i — 

— — 1 

— — 

- - 

— — 

— 

Emily 

6 

8 

3 

9 

4 

— 

— 

— 

i 

3 

7 

— — 

15 

Jake 

1 

— — 

i _ 

— — 

— — 

— ” 

— — 

— 

Judy 

3 

2 

1 

3 

1 

4 

2 

— 

— 

1 

5 

2 7 

— 

Kate 

2 

4 

2 

6 

2 

— 

— 


i 

2 

6 

— - 

to 

Mavis 

5 

6 

2 

7 

3 

— 

— 

— 

t 

2 

6 

— — 

15 

Nell 

3 

4 

2 

6 

2 


— 

— 

i 

2 

4 

- - 

9 

Pete 

1 

— “ 

1 “ 

— — 

— — 

— — 

— — 

—* 

Rule 

6 

— 

— 

3 

—* 


— 

— 

— 

1 


— — 

— 

Val 

2 

2 

1 

3 

1 

4 

2 

— 

— 

1 

5 

2 7 

— 

Zero 

9 

— 


3 


— 

— 

— 

— 

1 


— — 

— 







30 


of historical personalities. 

So you have played FLAT TOP a number of times 
against a friend of yours T a game much truer of life 
than my Coral Sea, and now you understand carrier 
war? Well, not really. Yes, you get quite a few 
glimpses of historical reality and necessity (apart 
from learning a few game tricks unrelated to reality ), 
but you still miss out on most of the tension, the 
pressure, the heartbreak, the exhilaration, the 
burden of responsibility and decision a carrier force 
commander must have experienced. And you may 
still see a few things in the wrong light. 

But there is a way you can play FLAT TOP and 
gain still deeper insights. Get together with your 
friends, form two teams, and appoint an umpire. 
Let each player take a naval task force or shore com¬ 
mand, under the direction of a supreme commander. 
Let each team have a conference, but from then on 
players should not be allowed to communicate even 
with members of their own team, except by radio 
message (through the umpire) or if their flagships 
and/or headquarters are in the same hex. To break 
radio silence will entail the danger of interception 
and may enable the enemy to get a fix on the trans¬ 
mitter's position. No player sees the umpire’s 
"master game board" with all forces laid out. Each 
player receives only the information that would be 
available to the respective historical commander. 
On that basis he must make his moves, handing them 
to the umpire. If you want the pressure on, have 
the umpire run this game with timed moves—but 
this might become the worst fun you ever had! 

A very important facet in such play is that a carrier 
commander will lose control of the planes he has 
launched, once they are over the horizon—unless 
he ventures to break radio silence. An air strike 
should either be commanded by a different player 
or be executed by the umpire in accordance with 
specific instructions and directives. The result is that 
the carrier commander is forced to designate a point 
of return for his aircraft many turns ahead of time— 
and there he will have to be when the time comes, 
lest his pilots must ditch. Not until I played FLAT 


AH Philosophy . * . Cont'dfrom Page 2 

THE MED will be my own design and will cover 
the sea and air battles in the Mediterranean dur¬ 
ing World War II. This was an interesting and hard- 
fought campaign. The potential is there for many 
different scenarios based on the British convoys 
to Malta, the Italian convoys to Africa, and the 
evacuation of Crete, The rules will probably be 
based on a modified and simplified FLAT TOP 
system. This game is very much on the back 
burner at present as other games have been 
pushed into position ahead of it. 

EMPIRES IN ARMS is our version of the excel¬ 
lent Australian Design Group's game on diplomacy 
and warfare in the Napoleonic Era. This will be 
our second "monster game" and, to keep costs 
down and be able to squeeze it all into one box. 
this will be the first Avalon Hill boardgame with 
an unmounted map Development efforts have in¬ 
cluded extensive playtesting both here (this tied 
up a large part of our staff for one night a week 
for a year—including the grumpy and treacher¬ 
ous Mr, Martin, the large and dangerous Mr. 
Shelley, the lovely and talented Mr. Uhl and yours 
truly) and by some dedicated outside groups to 
eliminate rule glitches and identify any other 
problems. This is a large and long game, but is 
a superb game for club groups. Changes will be 
restricted to reformatting the rules and game 
charts plus some rules changes to add a bit more 
"chrome" and improve the game's balance (the 
major problem with the original version). The 
game should be out in the Spring of '86, 


TOP in this fashion did I understand why on occa¬ 
sion, a carrier force “lingered" in an area that was 
manifestly becoming too hot for comfort. You too 
will experience that feeling. This is the kind of play 
that can really put you in a commander's shoes and 
let you begin to understand what he was faced with. 

Such play is made even more interesting if the 
situation is not historical, so that none of the players 
will have more than a foggy idea of what forces the 
enemy may field and what he is up to. An ex¬ 
perienced umpire should have no trouble concoct¬ 
ing a hypothetical scenario, yet one that could have 
evolved, and to give the players tasks appropriate 
to that situation. His much greater problem is to 
decide which team or which individual player has 
"won” when all is over. 

An experienced umpire, who has the players' full 
confidence, should also be given license to regard 
the rules of the game as no more than traffic laws— 
laws that may be broken, but not too often and only 
for good reason. This allows him to compensate 
when a literal application of rules and die rolls 
produces a patently impossible or wildly improba¬ 
ble outcome. The umpire may even encourage play¬ 
ers to take measures or conduct operations that make 
sense historically but have no place in the rules as 
written. Think of landing coast watchers at night 
from a submarine on one of the unoccupied islands, 
of interrogating enemy survivors fished out of the 
drink, of having picked destroyers well forward of 
your task force to give advance warning of an in¬ 
coming strike so that readied fighters can scramble 
to intercept, of laying smoke at a landing site . . . 
The possibililties are almost endless. Under the 
guidance of an umpire with sufficient knowledge 
of naval tactics and military history, a new dimen¬ 
sion can be added to the game. 

An outstanding umpire should even be able to 
break the rigid framework of hourly turns, running 
his game on "real time 1 ' and doing away with all 
the artifacts the turn schedule and phase sequenc¬ 
ing generates. He could even break the rigidity of 
the hex grid! But now 1 am dreaming. _A 


CHECK SIX is a game of tactical air-to-air com¬ 
bat using jets, the title refers to a pilot checking 
his 6 o'clock position to avoid surprise and a 
different (as yet undecided) title will probably be 
applied prior to publication. Designed by Phantom 
jockey Captain Gary Morgan, it was originally 
published in a limited edition for use by the USAF 
in training its fighter pilots. The Avalon Hill Game 
Company's commercial version will extend the 
game's scope by adding many more older aircraft 
types, as the original concentrated on the most 
up-to-date hardware. This is a "deep" game—in 
that it is easy to learn but hard to master. The play 
is fast-moving, yet gives a realistic picture of jet 
combat and can be most unforgiving of any failure 
to apply the proper tactics. Playtesting is mov¬ 
ing right along and the game should be released 
by spring. 

Captain Morgan also designed a companion 
USAF training game to CHECK SIX called FEBA 
{Forward Edge of the Battlefield Area) that will 
also probably be retitfed. FEBA covers air opera¬ 
tions against ground targets in a modem battle¬ 
field environment. Our commercial version is 
currently holding a "reserve" position until I can 
get STURMGVIK, EMPIRES IN ARMS and CHECK 
SIX off my desk and into boxes on store shelves, 
but conceivably could be published late in 1986. 

S. Craig Taylor, Jr 

KNIGHTS OF THE SKY refers to the brave pilots 
of the First World war and to a new game on the 
same subject sometime this winter. One might 


justifiably ask why, with one such game 
[RICHTHOFEN'S WAR) already available from this 
company should we wish to produce another—all 
the more surprising considering its narrow appeal. 
The reason is simple, however. I felt that I had a 
new and interesting way of presenting these air 
battles and convinced the management here to 
let me show it. 

The design concentrates on the quick thinking 
and abilities of the pilots. As a player/pilot, you 
do not need to calculate the actual hex-by-hex 
movement of your aeroplane. You, instead, need 
only to select the maneuver you want your plane 
to perform from among a set of maneuvers 
provided to you by your pilot rating and type of 
plane. The actual movement plot of the maneuver 
has already been determined and shown on a 
card. In this way, you think only in terms of your 
next action and not in the mechanics of that 
action. Anyone who has become proficient at 
some physical skill understands this phenomena. 
An automobile driver, for instance, consciously 
thinks only of making a turn or changing gears; 
the complicated interaction of gauging distance 
and turning the wheel to the proper degree, or 
coordinating the clutch pedal with the gear shift, 
is done instinctively from repeated experience. 

This method of approach accrues another 
benefit as well as it allows me to personalize the 
maneuvers specifically for each type of plane be¬ 
ing operated. I can permit a Sopwith Camel, for 
instance, to complete a 180-degree turn to the 
left much faster than I would allow, say, a Junkers 
two-seater. The player is forced to become pro¬ 
ficient in playing a particular type of plane only 
by the realistic method of repeated flyings. 

At this point, the game design is still much in 
its theoretical stage. More specific information will 
be communicated from time to time in the upcom¬ 
ing months once I've converted the great amount 
of technical data into game values. 

Mick UN 


HELL ON WHEELS is the working title for a 
solitaire game which puts the player in command 
of a WW2 Sherman tank. This project is a 
response to the great success of our B-17 game 
and Victory Games' Ambush series. My current 
version of "Hell on Wheels" is played on a SQUAD 
LEADER type mapboard, with the player's tank 
posed as part of an infantry/tank combat team. 
The mission of your force Is to clear the board 
of enemy positions and/or reach other geograph¬ 
ical objectives. The actions of the elements of 
your combat team and friendly troops on your 
flanks off the edge of the board are handled 
abstractly. You will be mainly concerned with 
what your own tank can see and do. The player 
will keep track of ammunition and fuel, and will 
operate his own tank within some limitations from 
the team's orders. Enemy action will be generated 
randomly. 

The game of HELL ON WHEELS is intended to 
provide a fun and interesting solitaire game which 
will illustrate what it was like to fight from the 
famous Sherman. I hope HOW will provide the 
technical information and repeat-playability of 
7 with the decision-making opportunities of 
Ambush. 

Bruce Shelley 

☆ 





31 


TORPEDO JUNCTION 

New Pacific Scenarios for SUBMARINE 

By Robert D. Hannon 


It is difficult to find enough superlatives to 
describe SUBMARINE „ an innovative wargame 
whose playability may actually enhance the 
intricacy, suspense, and deadliness of undersea war¬ 
fare brou ght out in the course of play * SUBMARINE 
is easy enough to play, but difficult to master except 
through long and varied experience. Hence, this 
article. 

SUBMARINE presents some daunting tactical 
challenges—it is difficult to launch an accurate 
torpedo attack, and more difficult yet to oppose one. 
More and varied experience, possibly beyond the 
scope of the original game, is needed, and this article 
has been written to provide such opportunities. 
The following scenarios are of assorted size, 
arranged in chronological order, and cover opera¬ 
tions in the Pacific Theater. Although based on 
actual engagements, the ship classes and victory con¬ 
ditions are approximations for ease of play and 
balance. Players should find a satisfying variety of 
setting, complexity, and scope among these 
scenarios. 

SCENARIO TJ1 

DEATH OF THE YORKTOWN 

i. Introduction 

The voyage of USS Yorktown after the Bat fie of 
Coral Sea was an epic of endurance. Damaged in that 
battle, patched up at Pear! Harbor, she left Pearl 72 
hours after limping in from the South Pacific, During 
the Battle of Midway, the Yorktown took three bomba 
and two torpedoes from Japanese aircraft, and was 
abandoned on the afternoon of 4 June 1942. Yet, the 
Yorktown remained afloat that night, and salvage 
parties boarded the ship the next day. By the after¬ 
noon of the 6th, it seemed that Task Force 17 might 
actually save its flagship—when 1-168 appeared. 
Destroyer Hammann was sunk during the melee, 
while 1-168 escaped after putting two more torpedoes 
into the Yorktown— which still took another 12 hours 
to go down. 

JL Order of Battle 

1. Japanese Player — i- 168, Class 1-168 2, 

2, American Player — Yorktown, Class Enterprise 

Astoria, Class Indianapolis 
Portland, Class Indianapolis 
Hammann, Class Craven 
Anderson t Class Craven 
Hughes, Class Craven 
Morris, Class Craven 
RussetI, Class Craven 

III. Starting Location 

1. t-168 —(see 20.4) Set-up must be within 20 hexes 
of Yorktown. 

2, Yorktown—130, Bd B, Dir. 4 
Astoria— L36, Bd B, Dir. 1 
Portland— L24, Bd B, Dir. 4 
Hammann—129, Bd B, Dir, 4 
Anderson^- Li8, Bd B, Dir, 4 
Hughes-K2A t Bd B, Dir. 5 
Morris— L42, Bd B, Dir. 1 
Russeti— Z36, Bd A, Dir. 2 

IV. Victory Conditions 

The scenario is resolved according to rule 20.1, The 
Japanese player, however, receives no victory points 
for the initial damage to the Yorktown, nor for it being 
dead in the water. 

Game Length 

20 turns, Day Scenario 

VI. Special Rules 

Yorktown now has 12 damage points remaining, 


out of an original 32 {the Japanese player does not 
receive victory points for damage he does not Inflict}. 
The Yorktown 1s DEAD IN THE WATER throughout 
this scenario, and may not change position nor 
facing. 

The Hammann remains stationary until the third 
turn after the appearance of torpedoes orvisuaifeonar 
contact with the sub. It may then move within the 
limits of rule 8,0. 

American ships (other than Hammann and York¬ 
town) must move in a counterclockwise direction, at 
a speed of three, around the Yorktown, maintaining 
an exact distance from the York town's bow hex. 
Escorts and cruisers may move freely beginning on 
the turn after torpedoes are sighted or sub contact 
is made, 

1-168 has a Professional crew (49.0). 

SCENARIO TJ2 

TORPEDO JUNCTION! 

I. Introduction 

After the Battle of the Eastern Solomons, American 
carrier forces retired to the Coral Sea to regroup. On 
31 August 1942, American naval forces were roughly 
260 southeast of Guadalcanal when part of the task 
force was sighted by 1-26. One torpedo sufficed to 
knock the USS Saratoga out of action for the second 
time in nine months. After another carrier came to 
grief south of the Solomons, the area would become 
notorious as “Torpedo Junction". 

II. Order of Battle 

1. Japanese Player — 1-26, Class 1-15 

2. American Player — Hornet , Class Enterprise 

Saratoga t Class Enterprise 
North Carolina, Class North 
Carolina 

Portland , Glass Indianapolis 
Atlanta, Class Indlanapiois 
Phelps, Class Fletcher 
Worden, Class Fletcher 
Dale, Class Fletcher 
Farragut , Class Fletcher 
MacDonough , Class Fletcher 

IIL Starling Location 

1. i-26 —(see 20.4) 2, 

Hornet, Saratoga ; North Carolina, Portland, Atlanta — 
must be placed, one per position, In the following: 
140, Bd B, Dir. 6 
Q4Q, Bd B, Dir. 6 
147, Bd B, Dir. 6 
Q47, Bd B, Dir. 6 
M53, Bd B, Dir. 6 
American escorts—(see 20,3) 

IV. Victory Conditions 

The scenario is resolved according to rule 20.1. 

V. Game Length 

20 turns, Day Scenario 

Vi. Special Rules 

American ships begin the scenario at speed of two 
hexes/turn (three/turn In the Advanced Game). 
f-26 has a Professional crew (49.0). 

SCENARIO TJ3 

THE SINKING OF THE WASP 

I. Introduction 

The 7th Marine Regiment left Espirttu Santo in 
early September 1942 to help deal with the deteriorat¬ 
ing situation on Guadalcanal. Two American carriers 
shadowed the troop convoy, as the Japanese fleet 
was very active then. The enemy detailed the 1-19 to 
stop the troopships, tt ran across the USS Wasp in¬ 
stead on the afternoon of 15 September. Three 


torpedoes struck the Wasp, which had to be scuttled 
later by its own escorting destroyers. 

IL Order of Battle 

1. Japanese Player — 1-19, Class 1-15 

2, American Player Wasp , Class Enterprise 

San Juan, Class Indianapolis 

San Francisco, Class 

Indianapolis 

Sait Lake City, Class 

Indianapolis 

Aaron Ward, Class Benson 
Buchanan, Class Benson 
Farenholt, Class Benson 
Lang, Class Craven 
Set fridge, Class Fletcher 
Stack, Class Fletcher 
Sterrett, Class Craven 

IIL Starting Location 

t. 119— {see 20.4) 

2. Wasp-MA6, Bd B, Dir. 6 

San Juan , San Francisco, Salt Lake City— must be 
placed, one per position, in the following: 

140, Bd B, Dir. 6 
Q40, Bd B, Dir 6 
152, Bd B, Dir. 6 
American escorts—(see 20,3) 

IV. Victory Conditions 

The scenario is resolved according to rule 20.1. 

V. Game Length 

20 turns, Day Scenario 

VI. Special Rules 

American ships begin the scenario at speed of four 
hexes/turn. They must hold that speed until the turn 
following sub contact or sighting torpedoes, 
(Optional) Players may wish to follow this scenario 
with an immediate playing of Scenario TJ4, combin¬ 
ing the two scores. The highest combined score 
wins. This option must be agreed upon before play 
of Scenario TJ3 commences. 

SCENARIO TJ4 

1-15 AGAINST THE HORNET 

I. Introduction 

The t-15 was five miles from the position of the USS 
Wasp when its commander witnessed the attack by 
f-19 strike. He promptly ordered his crew to fire on 
another nearby American task force. Missing the USS 
Hornet his torpedoes struck the North Carolina and 
destroyer O'Brien. 

II. Order oi Battle 

1. Japanese Player -t-15, Class 1-15 

2, American Player —Hornet, Class Enterprise 

North Carolina, Class North 
Carolina 

Portland, Class Indianapolis 
Atlanta. Class Indianapolis 
Batch, Class Fletcher 
Benham, Class Craven 
Bllet, Class Craven 
Grayson, Class Benson 
Monssen, Class Benson 
Maury, Class Fletcher 
O'Brien, Class Craven 

III. Starting Location 

1, M5—(see 20.4) 

2. Hornet , North Carolina, Portland , Atlanta— must 
be placed, one per position, in the following: 

140, Bd B, Dir. 6 
Q40, Bd B, Dir. 6 
152, Bd B, Dir. 6 
Q52, Bd B, Dir. 6 
American escorts—(See 20,3) 



32 


IV. Victory Conditions 

The scenario is resolved according to rule 20.1. 

V. Game Length 

20 turns, Day Scenario 

VL Special Rules 

American ships begin the scenario at speed of four 
hexes/turn. They must hold that speed until the turn 
following sub contact or sighting torpedoes. 

(Optional) Players may wish to precede this 
scenario with an immediate playing of Scenario TJ3, 
combining the two scores. The highest combined 
score wins. This option must be agreed upon before 
play of Scenario TJ3 commences. 


SCENARIO TJ5 
GUADALCANAL AFTERMATH 

L Introduction 

tn the first round of the naval battle of Guadalcanal, 
five American cruisers and eigth destroyers entered 
Iron bottom Sound and ran head-on into the "Tokyo 
Express". The surviving ships were leaving the Sound 
by way of Indispensable Strait on the morning of 
Friday, 13 November 1942. The t-26 was waiting. A 
spread of torpedoes missed the USS San Francisco 
but struck the USS Juneau, which exploded. The re¬ 
maining ships kept full speed end only two survivors 
were ever rescued. 

11. Order of Battle 

1. Japanese Player — 1-26, Class 1-15 

2. American Player — Helena, Class Indianapolis 

Juneau w Class Indianapolis 
San Francisco, Class 
Indianapolis 

Fletcher , Class Fletcher 
Sterrett , Class Craven 
O r Bannon f Class Fletcher 

IIL Starting Location 

1. /-26—(see 20.4) 

2, O'Bannon— Q10, Bd A, Dir. 6 
Fletcher— D20, Bd B, Dir. 6 
Sterrett —V20, Bd B, Dir, 6 
Helena— M30, Bd B, Dir. 6 

San Francisco— M40, Bd B, Dir. 6 
Juneau—V44Q, Bd B, Dir. 6 

IV. Victory Conditions 

The scenario is resolved according to rule 20.1. The 
Japanese player, however, receives no victory points 
for the Initial damage to the US ships. 

V. Game Length 

20 turns, Day Scenario 

VI. Special Rules 

American ships may be removed from play if 
moved off the board edge in Direction 6. Such ships 
may not be returned to play, 

American ships commence play with the following 
damage: Sterrett— 4 damage points; Juneau— 7 
damage points; San Francisco —5 damage points; 
O'Bannon— 1 damage point and NO sonar. This 
damage does not count toward Japanese victory 
points, but does count towards these ships becom¬ 
ing DEAD IN THE WATER (as per data card). 

American ships begin the scenario at speed of 
three hexes/turn (four/turn in Advanced Game), They 
may not exceed that speed until the turn following 
sub contact or sighting torpedoes. 
t-26 has a Professional crew (49.0). 


SCENARIO TJ6 
ENCOUNTER IN THE SLOT 

I. Introduction 

The "Slot"—the passage along the Solomons— 
saw increasing use by American forces once the 
Guadalcanal campaign ended. On 5 April 1943, the 
escorts of one such force detected an intruder on 
their radar, RO-34 had been sent with orders to find 
American ships in the area. Two destroyers obliged 
and RO-34 never returned to Rabual. 


II. Order of Battle 

1, Japanese Player — RO-34, Class RO-33 

2. American Player —Strong— Class Fletcher 

O r Bannon — CI ass F letc her 

IIL Starting Location 

1 . RCF34— R31, Bd B, Dir. 5 

2. O'Bannon— Y8, Bd A, Dir. 2 
Strong— H35, Bd A, Dir, 2 

IV. Victory Conditions 

The scenario is resolved according to rule 20,1. 
However, the American player loses is he fails to sink 
the RO-34 . 

V. Game Length 

30 turns, Day Scenario 

VI. Special Rules 

RO-34 begins game on surface. 

American ships begin scenario at full speed. 

SCENARIO TJ7 

SADO VS. TAM BOR 

I. Introduction 

The abandonment of the faulty US magnetic 
torpedo warhead, and increased tanker losses, 
caused a severe fuel shortage in Japan In January 
1943. Two special convoys were ordered to set forth 
from the East Indies to alleviate the problem. The first 
one—comprising the Ariake Maru, Goyo Maru and 
Sado— was stalked for a full day and night through 
the East China Sea by the USS Tambor. The 
Americans struck just before dawn on 3 February, 
and sank both tankers—paying for their success by 
16 hours of depth-charging by the Sado. The Tambor 
barely survived, and returned to port victorious but 
leaking. 

II. Order of Battle 

1. Japanese Player -2-T2 Tankers 

Sado, Class Etorufu 

2. American Player — Tambor, Class T 

IIL Starting Location 

1, Sado— M25, BdB, Dir. 6 

T2 Tanker— [32, Bd B, Dir. 6 
T2 Tanker—Q32, Bd B, Dir, 6 
Both tankers are In a slow convoy, 

2. Tambor—{see 20.4) 

IV. Victory Conditions 

The scenario is resolved according to rule 20.1, 

V. Game Length 

30 turns, Night Scenario 

VI. Special Rules 

The ocean floor at this point Is 275 feet. Tambor 
may dive to this depth only if It doesn't move on the 
turn it sinks to, or rises from, this depth. Tambor may 
actively move at 250 feet and above. Resting on the 
ocean floor provides a Sonar Homing Table modlfl* 
cation of - 1 (If reloading or making repairs) or + 4 
(if silent running) to the colored die. These modifica¬ 
tions apply only on turns when submarine is on the 
ocean floor throughout the turn (I.e,, does not change 
depth), 

Sado has a full complement of depth charges {if 
rules 61.0 and 62.0 are invoked), Sado has a Profes¬ 
sional crew (49.0). Sado uses Prolonged Attack Proce¬ 
dure at game's end if it is still afloat and both tankers 
have been sunk {no convoy to guard makes rule 34,7.1 
academic). 

SCENARIO TJ8 

ONE MORE FOR ENGLAND 

L Introduction 

Responding to carrier raids on New Guinea and 
truk, the Japanese executed plan "(chi-Go" which 
called for a submarine cordon between Truk and the 
Admiralty Islands. Seven RO boats were posted to 
this line In May 1944, a move closely followed by US 
Intelligence. An experimental force of three Allied 
destroyer escorts, equipped with the latest weaponry, 


went from one end of the line to the other Introduc¬ 
ing the Japanese submariners to hedgehogs and 
other ASW innovations. Seven boats, Including two 
that were not part of the picket line, were sunk; only 
two boats escaped the debacle. During the operation, 
USS England was credited with sinking six of the 
enemy. "Ichl-Go" was cancelled, 

IL Order of Battle 

1. Japanese Player — RO-108, Class RO-1QO 

2. American Player — England, Class Buckly 

IIL Starting Location 

1, RO-W8 —035, Bd B, Dir. 5 

2. England— P20, Bd B, Dir. 3 

IV. Victory Conditions 

The American player must sink the RO-108\ any 
other outcome Is a Japanese victory, 

V. Game Length 

30 turns, Night Scenario 

VL Special Rules 

All weapons available to the ship on the Weapon 
Availability Chart, as of Spring '44, may be used by 
the England . England has a Professional crew (49,0), 
Rule 34.7 is not used. 

(Optional) Rule 61.0 may be invoked, if so, the 
American player must announce what type(s) of 
depth charges the England carries, and how many 
within overall capacity. Rule 62.0 is not in play; 
RO-108 has a fulf load of torpedoes. 

SCENARIO TJ9 
HARDER OVERDUE; 

PRESUMED LOST 

I. Introduction 

In August 1944, several American submarines 
found good hunting off Manila under the guidance 
of Sam Dealey of the USS Harder , senior captain 
present. Seven enemy merchantmen and four escorts 
were sunk. On the morning of 24 August, the crew 
of the USS Hake watched Harder’ s periscope head¬ 
ing toward the coast of Luzon, pursuing a Japanese 
minelayer and Thai destroyer. They heard a brief 
depth charge attack. USS Harder was never seen 
again; Japanese records report finding cork and wood 
debris, Sam Dealey had tackled his last destroyer. 

II. Order of Battle 

1. Japanese Player —Fhra Ruang, use British 

Class LL V Type 1" 

Sub Chaser #43, Class Sub 
Chaser #28 

2. American Player —Harder, Class Gato 

IIL Starting Location 

1. Phra Ruang—T2Q, Bd B, Dir. 6 
Sub Chaser #43—H30, Bd B, Dir. 1 

2. Harder— S22, Bd B, Dir. 4 

IV. Victory Conditions 

The scenario is resolved according to rule 20,1. 

V. Game Length 

30 turns, Day Scenario 

VL Special Rules 

Maximum depths are as follows: Bd A—100 feet; 
Bd B—200 feet; Bd C—300 feet. Harder must rest 
upon the bottom {i.e., it doesn't move) on the turn It 
descends to, stays at, or rises from maximum depth. 
The submarine may move freely 25 feet or more above 
maximum depth. 

Ships may not move onto or through Row B of 
Board A (a reef exists here). 

The Phra Ruang (Thailand destroyer) has no radar, 
no sonar and no ATW. ft uses Japanese 250 lb depth 
charges. 

Sub Chaser #43 has a Professional crew {49.0). 

☆ 



33 


THE QUALITY POINT SYSTEM 

The Last Word on Game Popularity 

By Dan Ryan 


The relative popularity of the products of The 
Avalon Hill Game Company has been the subject 
of many articles in The GENERAL over the years. 
Some might think that the subject has been dealt with 
in such detail that another article on it would be of 
little or no use. This might be true if the previous 
articles had covered more than one aspect of what 
GENERAL subscribers play regularly. However, I 
feel that all previous authors have failed to display 
each game's real popularity—when all factors are 
taken into account. 

First, I should define “game popularity". To me, 
a popular game is one that is played often, and is 
still played on a regular basis months after purchase. 
In this article I wanted to analyze each game's 
popularity on the basis of its performance on the 
“So That's What You've Been Playing" column 
and the coverage that the game has received in The 
GENERAL, I will also show why my system is 
superior to previous attempts to gauge game 
popularity. 

Before I explain why I chose the “So That's What 
You've Been Playing" list and GENERAL cover¬ 
age as the basis of rating these games, I should ex¬ 
plain why I didn't use some other aspects of 
popularity. One of these on display is the annual 
“Best Sellers" list, which rates the best-selling AH 
games of the previous year and of all time. 1 be¬ 
lieve that this listing is not a viable way to judge 
popularity because it merely recounts ownership— 
not playing time. Many games don't get played af¬ 
ter the first weeks of interest following purchase. 
Because the list includes sales of games to non- 
GENERAL subscribers, any attempt to monitor 
game popularity with it is doubly useless. 

It is by the same token that I believe that one can¬ 
not judge a game's popularity by how many people 
rated it in the "Readers Buyer’s Guide' ’, a list that 
rates games according to subscriber's mailed-in 
opinions in various categories. Again, this too is 
just an indication of ownership. Many people un¬ 
doubt ly had to brush a heavy layer of dust that 
covered a rarely-played game to rate the contents 
inside. 

While on the subject of the RBG T I should note 
that a game's rank on the chan does not indicate 
its popularity in any form. While it may be true that 
what folks think are good games more often than 
not are popular also, it is also true that sometimes 
games that do not rate highly get played regularly. 
The reasons for this vary. For some wargamers, it 
might be the only game that they know well enough 
to play with enjoyment; hence, some ahistorical, 
simple games are quite popular. For others, it might 
be that they play a game a great deal for which 
they've developed a “sure-fire" strategy. And, of 
course, the RBG rankings are absolutely no sure 
measure of the worth of any game. No, one cannot 
say which games are popular by looking to the RBG. 

Another aspect which I feel is not accurate in 
determining game popularity has been the subject 
of no less than four articles in The GENERAL— the 
“Opponents Wanted" ads. Four separate surveys 
have looked at the games which have been requested 
by players using the advertisements. Taking nothing 
away from these authors, whose hard work in 
research for their articles I can appreciate better than 
most, it is my opinion that this is not an accurate 
gauge of popularity. There are several reasons for 
this belief. First of all, it is impossible to know 
which games end up being played as a direct result 
of an appearance of an advertisement in the Oppo¬ 
nent's Wanted section. Secondly, it is also unknown 


which games a person has iisted in his ad are games 
he would really like to play, and which listed games 
he will play only if he gets no offers to play any 
of the others. 

Finally, I believe that the people who send in re¬ 
quests for opponents do not represent the average 
GENERAL reader. Ln a typical issue, the “Oppo¬ 
nents Wanted" list includes some 74 advertise¬ 
ments—approximately a mere .38% sampling of the 
readership. Additionally, about 10% of these ads 
were from dubs seeking members. It seems that the 
vast majority of readers have plenty of opponents, 
or play solitaire. For all these reasons, any attempt 
to evaluate game popularity on the basis of the 
"Opponents Wanted" list is ludicrous. 

Now that I have shown the various reasons why 
I decided not to include various quantifiable aspects 
of game popularity in my rating system, 1 should 
explain why I chose the aspects that I did, I wanted 
a system which could measure how much playing 
time each game received compared to other games 
on a regular basis. The “So That's What You've 
Been Playing" list fills that role nicely. 

Each issue of The GENERAL has a small 
questionnaire in the insert that asks readers to list 
the three games they have been playing since they 
received their last GENERAL. The results of this 
survey appear two issues later. There is usually a 
fair number of responses (from 400 to 700), so it 
represents the readership well. When all the votes 
are tabulated, the twenty games that recieved the 
most votes are listed. Too, included on the listing 
is a “Frequency Ratio", which is derived by divid¬ 
ing the number of votes a game received by the num¬ 
ber of votes the 20th placed entry has. The “So 
That’s What You've Been Playing" column is 
without question the most accurate method to de¬ 
termine game popularity . The only way the list could 
be improved would be if the editors called every 
subscriber and asked them what they played each 
week! As is, the listing serves its function well. 

The list is, however, not highly regarded by the 
editors. Making comments such as, “I have long 
harbored reservations about the worth of our So 
That’s What You've Been Playing column . , 
they have let their feelings be widely known. Both 
Don Greenwood and Rex Martin have stated in the 
past that because the list is so affected by what games 
receive coverage in The GENERAL, that any attempt 
to determine each game's popularity from it would 
be futile. The feature game in an issue will shoot 
out of nowhere onto the list due to its heavy cover¬ 
age. Other games that have articles on them appear 
also to do well on the list—momentarily, 

It is quite true that the list fluctuates with each 
new issue of The GENERAL. However, if the 
amount of coverage a game receives is then factored 
into our calculations, the GENERAL 's impact on a 
game’s popularity will be revealed. The question 
now is how to calculate each game’s true popularity. 

The Quality Point System 

We have now reached the focal point of this 
article. The “Quality Point System" which I have 
developed is based on three critical factors. These 
three factors are: 

Average Rank Point (ARP): The first step in this 
process is to figure the first issue that each game 
would be included into the calculations. This “start¬ 
ing issue" can be used to derive the game's average 
Frequency Ratio. The first issue that had an install- 
mem of “So That's What You've Been Playing" 
was VoL 17, No. 6. All games published before 


this issue will use it as a starting point for our cal¬ 
culations. For any game published afterwards, the 
starting point is the first issue in which the game 
received enough votes to place it on the list of top 
twenty most-played games. I make this distinction 
of how long a game has existed for a very good rea¬ 
son. If calculations for all games started with Vol. 
17, No. 6, games released after that date (April 
1981) would be held accountable for not placing on 
the list when they simply did not exist. 

Once each game’s starting point has been decided, 
I then calculate the “rank points" each game would 
receive for each appearance on the list. The num¬ 
ber of points for each appearance was assigned de¬ 
pending on the rank the game held. For a first place 
ranking, a game received 20 points. A game got 19 
for a second place showing; 18 for a third place slot; 
17 for fourth place; and so forth, 1 then merely 
added up each game’s total and divided the result 
by the number of issues since its starting issue (to 
Vol, 21, No. 6—the last included in this survey). 
To illustrate how all this works, I will display how 
the GUNS OF AUGUST ARP was calculated. The 
first time GOA appeared on the list was in Vol. 18, 
No. 3, From then to VoL 21, No. 6, it earned 114 
rank points. The number of issues from Vol, 18, 
No. 3 through Vol. 21, No, 6 is 22, So, GOA "s 
Average Rank Point is 114/22, or 5,18 

Average Frequency Ratio (AFR): This is determined 
by adding up all the frequency ratios a game has 
received during its tenure on the listing, and then 
dividing that sum by the number of issues since the 
first issue it appeared in. For GOA , for instance, 
you'd have 27.5/22 = 1,25, 

Is the “Frequency Ratio” an important factor in 
a game's popularity? According to Kdczec, “the fre¬ 
quency ratio changes in every list and thus renders 
any attempt to base the survey on this aspect 
ludicrous," 1 believe that Kiczec is wrong. Obvi¬ 
ously, a game's rank on the list indicates that a game 
has received more votes than games ranked lower 
than it. The frequency ratio tells by how much. 
Sometimes the top ranked game will dominate the 
listing with a ratio of nine or higher. Sometimes the 
top game will only have a ratio of around three or 
four. Often games with the same rankings, but in 
different lists, will have frequency ratios that are 
quite different. Without any ratio calculation, all 
ranks must be considered equal in popularity which 
is certainly not the case. Incorporating the AFR in 
game popularity calculation makes the system more 
complete. 

Pages Per Issue (PPI): The first step in calculating 
PPI lies in finding each game's starting issue. 
Occasionally we must then subtract two for the num¬ 
ber of issues it takes the game to be included in the 
survey results after appearing in these pages. The 
result is the "PPI starting issue’ 1 . 

Next we look at all the issues of The GENERAL 
from that game's PPI starting issue through Vol. 
21, No, 6, Find all the articles on that particular 
game, and count all the pages of all those articles. 
This total is ten divided by the number of issues 
since its PPI starting issue. To illustrate how this 
works, let us again use GOA as an example. GUNS 
OF AUGUST was the subject of articles that have 
totaled 19,67 pages. Its starting issue was Vol. 18, 
No, 3. Thus GOA 's PPI is 19.67/22 = .89. 

Some may feel that counting the number of pages 
of each article for a particular game may be 
“bogus" and that merely counting the times a game 
appeared in The GENERAL would be sufficient. 



34 


However, not all issues of The GENERAL cover 
games equally. When CIVILIZATION was the 
featured game back in VoL 19, No. 4, it had only 
5.67 pages devoted to it. On the other hand, G.I.: 
ANVIL OF VICTORY had some 27 pages devoted 
to it in VoL 20, No. 1. 1 think it quite obvious that 
GT s heavy coverage did considerably more to stimu¬ 
late that game's performance on the list than did 
CIVILIZATION'S light coverage. Including how 
many pages a game has had in The GENERAL when 
deriving a system to measure the effect the magazine 
itself has on a game's popularity is necessary for 
any accurate reporting. (Readers should note that 
1 have included coverage in The Victory Insider 
when relevant.) 


Once the ARP, APR and PPI for a game have 
all been calculated, the Quality Points (QP) for that 
game can be figured. The formula for my system 


is QP = (21 - Average Rank) + AFR 15- PPI, For 
GUNS OF AUGUST this would mean, (21 - 15.82) 
+ 1.25) - .89 =5.54 Quality Points. After every¬ 
thing was sorted out, I assembled the accompany¬ 
ing chart. There have been 55 games that have 
appeared on the list. The games are ranked in 
descending order of Quality Points, their average 
rank, the AFR. PPI and relative ranking for each 
respective category. 

As my title suggests, I think that my Quality Point 
System is accurate in determining game popularity. 
The system shows that many games should be 
receiving more coverage in the pages of The 
GENERAL (notably, RUSSIAN CAMPAIGN )-at 
least in terms of the "So That's What You’ve Been 
Playing” column. Other games receive a disparate 
amount of coverage (look to STORM OVER 
ARNHEM ). As a point of interest, a game that gets 
what we should consider * 4 fair coverage” will have 
a PPI rank very close to its OP rank. 


The chart is dominated by games that the editors 
of The GENERAL have often named "future 
classics”, with a handful of newer releases grouped 
behind them in the QP rankings. The system also 
reveals some new^ games that are far from being 
popular at the present time. Many conclusions can 
be drawn as the result of my work here. I would 
only hope that this system will answer some ques¬ 
tions that might arise about game popularity, and 
provide some incentive for authors and editors both 
to be aware of what the readership would like to 
see. In my humble opinion, the Quality Point System 
is truly the last word in judging the popularity of 
a game. 

☆ 


SQUAD LEADER 

I 

22.59 

1 

1756 

l 

5.75 

4 

2.60 

RUSSIAN CAMPAIGN 

2 

19,12 

3 

4.40 

5 

2,96 

30 

.44 

THIRD REICH 

3 

18.80 

2 

3,24 

2 

3.92 

3 

2.88 

B-17 

4 

17.58 

5 

5,00 

6 

2.54 

16 

.96 

G.I.: ANVIL OF VICTORY 

5 

17.13 

4 

4,73 

3 

3.28 

5 

2,42 


1 VICTORY IN THE PACIFIC 

11 

10.43 

11 

10.10 

9 

1.94 

10 

1.61 I 

CIVILIZATION 

12 

10.33 

12 

11,80 

13 

1.51 

31 

.38 

Dungeons & Dragons 

13 

9.78 

15 

12,64 

14 

1.46 

50 

0.0 

WAR AND PEACE 

14 

9.36 

13 

12.16 

12 

L56 

14 

1,05 

1 FLAT TOP _ 

15 

8.83 

14 

12,63 

16 

1.4] 

18 

.95 | 


WOODEN SHIPS & IRON MEN 

21 

5.39 

20 

15.80 

17 

1.30 

12 

1.11 

PANZER LEADER 

22 

5.38 

22 

16.16 

21 

1,06 

27 

.52 

WAR AT SEA 

23 

4.47 

24 

17.20 

22 

.83 

45 

.16 

PANZERGRUPPE GUDERIAN 

24 

3.78 

16 

14.00 

15 

1.45 

1 

4.67 

Civil War 

25 

3.63 

29 

17.80 

30 

.63 

44 

.20 


1 AIR FORCE 

31 

3.36 

31 

17.87 

31 

.61 

32 

.38 1 

GUNSLINGER 

32 

2,56 

32 

17,94 

32 

.52 

15 

1.02 

STORM OVER ARNHEM 

33 

2,24 

28 

17.67 

25 

.76 

9 

1.85 

NAVAL WAR 

34 

2.19 

36 

18.82 

38 

.34 

33 

.33 

1 FANZERKRIEG _ 

35 

1.89 

37 

19.33 

43 

.22 

54 

0.0 


1 HUNDRED DAYS BATTLES 

41 

.66 

48 

20,67 

39 

,33 

53 

0.0 

SUBMARINE 

42 

.54 

44 

20.32 

44 

.15 

35 

,29 

STARSHIP TROOPERS 

43 

,34 

46 

20.48 

47 

TO 

36 

.28 

THE LONGEST DAY 

44 

,16 

45 

20.37 

46 

.13 

25 

.60 

| D-DAY ’77 _ 

45 

.08 

50 

20.76 

48 

.08 

42 

.24 | 


FREDERICK THE GREAT 

51 

-.27 . 


18.50 

34 

.48 

6 

2.29 

1776 

52 

-.28 

51 

20.82 

54 

04 

29 

.44 

BULL RUN 

53 

-.38 

30 

17.83 

28 

.67 

2 

4.22 

FREEDOM IN THE GALAXY 

54 

-.52 

49 

20.71 

45 

.14 

17 

.95 

Nato 

55 

— ,63 

43 

20.00 

35 

.37 

7 

2,00 








35 



T.K.O. IN TWO 

An American Strategy for VICTORY IN THE PACIFIC 

By Phi Hip Hanson and Bob Schroeder 


The authors, after having read much of the 
VICTORY IN THE PACIFIC literature, agree with 
ihe consensus that one player has an enormous 
advantage. We part company with the others, how¬ 
ever, in that we feel it is the American player who 
possess this advantage. 

Most of the advice heretofore printed on Japanese 
strategy implicitly assumes a basically defensive 
posture for the U,S. Navy. If the U.S. player con¬ 
tents himself with trying to ward off the Japanese 
onslaught then he will be a ripe victim for the many 
ploys advocated for the Japanese elsewhere, for ex¬ 
ample the "TKG in Three" of Alan R. Moon (The 
GENERAL- Vol. 17, No. 4), To avoid this, the 
U.S. player must adopt an attitude paralleling that 
of the U.S. Navy historically. In WWII the turning 
point was certainly the battle of Midway. This was 
quite a risky operation for the American command 
and this may partially account for the Japanese 
players' disregard for the possibility of interven¬ 
tion by the U,S. carriers in the war game. 

To duplicate the feat of the U,S, Navy, duplicate 
its willingness to take risks. In the game, this may 
mean taking unpleasant actions or avoiding satis¬ 
fying actions. Swallow your pride and do it. 

Herewith is a step-by-step strategy for success. 
It calls for humility and risk taking. It would not 
have set well with Washington, (Recall the official 
nervousness over the Midway plan.) But it will 
work, subject to the normal effects of luck, 

OVERVIEW OF U.S. STRATEGY 

Before beginning, get out the board and spread 
it in from of you. Look at the board. It reveals many 
facts which you would do well to remember. For 
example, notice the Point of Control levels for each 
area. In most cases, the points for Japanese control 
exceed those granted for American control. Com¬ 
bine this with the awareness that the game is won 


on points and the conclusion is stark. Effort spent 
preventing Japanese control is more fruitful than the 
same effort used to assert your own control. This 
is a crucial point to bear in mind. 

Generally, it requires less effort to decontrol an 
area with raiders than to control it with patrollers. 
This is because you need not guess how many ships 
the enemy will have in the area. The number of 
patrollers required for success is always unknown. 
But at the time of allocating raiders, all Japanese 
ships have already been placed so you can take ad¬ 
vantage of this knowledge to only send as many 
ships needed to do the job. 

Furthermore, when decontrolling, the job itself 
is easier since the objective is only to eliminate all 
patrollers and planes of the Japanese, rather than 
to wind up with some of your own stiU around. Thus 
it is often possible to break off action after a few 
rounds with the goal already attained, instead of hav¬ 
ing to toe it out to the end. 

Next, look at the bases and ports. The Japanese 
have three ports and four bases. You have five pons 
and ten bases. This is a powerful advantage, and 
one which should not be carelessly frittered away, 
as it frequently is. Consider this. Only one area 
(Japan itself) is safe for the Japanese on Turn Two, 
even assuming they have done the best they pos¬ 
sibly can. All other areas are vulnerable to Allied 
ships or planes or both. The Japanese must change 
this if they expect to survive, much less to win. 
Furthermore, all areas are potentially reachable from 
U.S. ports by patrollers, except the Aleutians, Note, 
though, that if Singapore falls, Japan and the 
Marianas become unpatrollable from Allied ports 
as well. Given the point importance of these areas 
this is an important change. 

Armed with an awareness of this Achilles heel, 
a shrewd and courageous American player can often 
bring the Japanese to their knees on Turn Two. 
Details follow in the notes on the play of Turn Two, 


Finally, notice that if the Japanese can control the 
areas that they start the game with and if they can 
take Guadalcanal and Midway, they then have a 
perimeter. This perimeter will enclose over ten 
points for the Japanese, and leave only eight for the 
U,S. The conditions they must meet to achieve this 
are not too difficult. The disparity of POC will pile 
up turn after turn. And the Japanese will probably 
not sit idly by and allow you even the eight you 
might get. 

The insights available from the board can be 
summed up succinctly: the U.S. has little need to 
patrol; raiders suffice initially. The main effort 
should be devoted to raids for several reasons. Raids 
can prevent Japanese control of areas which is the 
prime objective, as discussed above. Raids can pro¬ 
tect ports and bases; the Japanese need control to 
force port surrender, and raiders can attack Marines 
just as well as could patrollers. Raids may protect 
Singapore; this is the most important and most 
threatened port. Any raid can puncture the Japanese 
perimeter, exposing vulnerable rear areas to sub¬ 
sequent attack. Most importantly, raiders move last, 
maintaining flexibility of response, and avoiding 
premature revelation of your intentions to your 
opponent, 

Now look at the reinforcement track. The 
Japanese have next to none. The U.S. has many 
ships coming on. Therefore, the U .S, can withstand 
losses more easily than the Japanese can. This is 
all to the good, since the American player can ex¬ 
pect heavier losses than the Japanese player, due 
to the basic and substantial inferiority of US. ships. 

Let's look at the relative worth of the various 
weapons systems the two sides have to work with, 
as revealed by the rules. Notice the action roll modi¬ 
fiers. This guarantees the superiority of planes over 
surface ships. The carriers have the attack bonus. 
Land-based air units don't. Carriers are affected by 
the attack bonuses of the enemy and by disabled 


36 


results. Land-bused air units aren't. Obviously, 
carriers hit harder, but land-based air units are 
tougher. 

The potential for offensive action revolves around 
the carriers precisely because they are the more 
potent weapon system. The role of surface ships is 
to escort the carriers and keep them safe from the 
surface ships of the other side. In the rules each sur¬ 
face ship has the same ability for escort purposes, 
regardless of its size. For this Junction, five cruisers 
are just as good as five battleships. Better in fact, 
because speed rolls are often necessary to keep up 
with the carriers. Cruisers make them automatically. 
Battleships often fail. Thus, battleships cannot be 
counted on to carry out this mission. Pursuit of the 
defeated enemy is easier with cruisers. Escape from 
enemy pursuit is also easier with cruisers, Remem- 
ber, “Cruisers can flee the bruisers*". 

Hence, it is apparent that: planes are better, 
cruisers are worthwhile and battleships are not. 
Coincidentally or not, these are exactly the conclu¬ 
sions the U.S. Navy drew from its experience in 
the Pacific. You need not repeat their mistakes in 
learning the same thing. In fact, you can benefit 
from this prior knowledge by not pinning your hopes 
on your battle wagons. 

How do the Allied and Japanese fleets compare 
system by system? Lefs look: 

Cruisers. The Japanese cruisers are clearly 
superior to anything the Allies have. All get the at¬ 
tack bonus and have at least as much speed as any 
Allied ship afloat. Also, they have as much, if not 
more armor, except for the Kitkami and Oi< 

Battleships. The Japanese tend to be slightly faster 
in the early turns—which means fewer botched 
speed rolls—but this is mostly a wash, due to the 
fundamental worthlessness of battleships. 

Carriers . The Japanese have more, but they are 
smaller and more fragile by and large This is 
actually an advantage in that a damage roll of “3" 
will sink the Enterprise or the Zuiho, but whereas 
the U.S, player would have lost four attack factors, 
the rich Japanese would have only lost two. Like¬ 
wise, a single “Disabled"' result will send away the 
Enterprise or Zuiho, but the U.S. has been hurt the 
more. On the other hand, a “2“ will still kill the 
Zuiho, but the Enterprise will live to fight another 
day. The smaller Japanese carriers also give the Im¬ 
perial Japanese Navy more flexibility in deployment. 
While the Zuiho and Shoho can be split between two 
areas, the Enterprise cannot be. 

Land-based air units. Here the advantage is dear 
for the Allies. The units on both sides can take the 
same punishment, even thought the U.S. formations 
are smaller and more flexible. This allows the Allies 
to outmaneuver the Japanese in the Air Placement 
Phase, and more than compensates for the minor 
Japanese advantage of one more die on the attack. 
Offensively, the U.S, gets 20 dice to the Japanese 
18. Defensively, it lakes 40 points of damage to stop 
the U.S, Air Force, but only 24 to stop the Japanese, 
So the decision must be hands down for the Allies, 

Marines. The U.S. marines are slightly better. 
They are stronger (Island Combat option), can take 
a bit more damage, and there are more of them. This 
is balanced, however,by their bad timing. They 
don't appear until late in the game, and often wind 
up stranded in Hawaii on Turn Three, in which case 
Turn Five is the earliest one can really count on 
them. A pity, since the Marines in combination with 
land-based air units are the most potent weapons 
system the Allies have. 

Lastly, the non-American Allied forces are sub¬ 
ject to severe basing and sailing restrictions. The 
British are subject to both, making their fleet much 
less impressive on water than on paper. The 
Australians and the Dutch cannot raid three areas. 
The relative worth of the forces under Allied com¬ 
mand on a ship-by-ship basis is obviously that 
the U.,S. are best, Australians and Dutch are good, 
and the British are frequently ineffectual. 


However, the British become a powerful factor 
in the game if Singapore is preserved. Then they 
can threaten Japanese positions in Japan, the Mari¬ 
anas. and in the South Pacific, all critical areas. The 
implication of this is, as stated before, that the 
preservation of Singapore is a thing devoutly to be 
desired on many counts. Every effort should be bent 
to this end, rather then ceding this pivotal real estate 
without a fight. 

TURN ONE 

To begin with, lefs get into the proper frame of 
mind. Do not gnash your teeth and tear your hair 
out over ships lost in air raids. Expect to lose all 
the forces in Pearl and Indonesia, Smile at your op¬ 
ponent as he gloats over your losses. (This will un¬ 
nerve him; and pyschological warfare is about the 
only sort of warfare you are allowed this turn,) If 
any ships should survive, look upon them as unex¬ 
pected reinforcements. 

It is impossible to write an article, such as this, 
without making certain assumptions. We take for 
granted here that the Japanese have been reason¬ 
ably intelligent in their placement. They have sent 
a strong force to Pearl and possibly another to the 
Central Pacific Ocean, They have land-based air 
units in the Marshalls and the Central Pacific Ocean. 
There are four land-based air units in Indonesia. 
(Three if the diversion with the cruisers was suc¬ 
cessful.) The Marines are either in Truk or the 
Central Pacific Ocean. 

Your objective on this turn is simply to get into 
position for next turn. For this reason, basing has 
been given high priority in our commentary on Turn 
One. Follow the advice offered. 

Also, you must harass the Japanese as much as 
possible. Hit the ships in the Central Pacific Ocean 
and run away before the inevitable night round of 
combat, preserving forces for Turn Two, If the 
enemy was careless and left the Marianas or Japan 
unguarded, jump on it with the three available 
cruisers. But don't commit suicide under any cir¬ 
cumstances. Every ship is needed next turn. 

The Australian cruisers should be sent to the Coral 
Sea and the U.S. Mandate, in case of an I-boat at¬ 
tack on the single patrolling ship in these areas. 

The Houston , DeRuyter, and Exeter should patrol 
the Marianas or Japanese Islands if there are two 
or less Japanese patrollers in either of these areas. 
This might draw off air units from the Indonesia 
raid, or raiders from the Central Pacific Ocean, or 
get you some points. They cannot hope to defeat 
even the three weakest ships in the Japanese fleet, 
so if the Imperial Japanese Navy is out in force send 
these three cruisers to safety—you will need them 
later. 

Retreat as soon as possible after these raids, unless 
you have more surface ships in the Hawaiian Islands 
than the enemy; even then think very carefully about 
the effect on your future of a round of day combat, 
which is likely. 

In the Central Pacific Ocean, hit the Marines first 
if they are present, then retreat. If you have near- 
equality or better in night capability, stay and munch 
as many of them as you can get. Sometimes you 
can deal the Japanese a major wound at this point, 
but don’t count on it (and we will not assume any 
such luck). 

Basing in this turn, as stressed above, is crucial. 
Send the first four carriers to arrive in the game to 
Australia. If all five show up, hold one back in 
Samoa (remember that uncommitted groups appear 
in Pearl automatically). Thus, in most cases, all the 
carriers surviving Turn One battles should be in 
Australia, 

Meanwhile, send a wounded battleship to Samoa, 
along with about half the surviving cruisers. And 
send the other battleship and cruisers to Australia. 

Take the four cruisers in the Coral Sea and the 
U.S. Mandate to the New Hebrides, From there. 


they can reach any area they could reach from 
Samoa, and some they couldn't get to from Samoa, 
They will also be able to get to any area they would 
likely want to get from Australia, Pull the Houston 
and De Ray ter into the Philippines if they are in the 
Marianas. Otherwise, treat them as any other 
cruisers and allocate them to Samoa or Australia. 

This deployment offers maximum flexibility of 
response to Japanese moves on Turn Two, 

TURN TWO 

Here, again, we assume the Japanese are follow¬ 
ing their strongest strategy. This means that there 
will be a large force in the Hawaiian Islands. There 
may be additional attempts made against other areas 
such as the U.S. Mandate, the Coral Sea or the 
Central Pacific Ocean (if Midway has not fallen). 
There will be enemy land-based air units in the 
Marshalls, the South Pacific and Indonesia, 

Let's take a moment to recall some earlier con¬ 
clusions. Specifically that raiders are very potent, 
and should be used to the greatest possible extent. 
This means it"s a good idea to keep patrols to a mini¬ 
mum. Some patrolling is still desirable, of course. 
Here is the best program. 

If you think the Japanese player is not too clever, 
send a couple of cruisers to the Marshall Islands 
and try to be inconspicuous about it. Under no cir¬ 
cumstances put more than one ship on patrol in any 
other area. Never patrol an area the Japanese are 
patrolling. Put a British battleship in the Bay of 
Bengal and put a British cruiser in Indonesia (to 
secure control if the air units eliminate each other). 
Put one wounded U.S, battleship each in the U.S. 
Mandate and the Coral Sea. [f no wounded battle¬ 
ships are available, use the Australians instead. Send 
a cruiser to the North Pacific Ocean if you feel so 
inclined. Only repair your carriers if they have no 
planes. Every other ship in the Allied fleet should 
raid. 

Air placement is the most critical part of the turn 
for you. The Japanese player has more units than 
you do, and so is able to conceal his intentions to 
some extent. Your objective is to mount a strong 
defense of Singapore. If you believe that placing 
an air unit in the South Pacific Ocean or the 
Marianas will lead the other side to place two there, 
do it. Otherwise, plop them down in Indonesia. 

By now, the Japanese battle plan is before you. 
All his ships are committed, and less than ten of 
yours are. Exploit this position when you place your 
raiders. The first question is whether you have a 
realistic chance of successfully holding onto Sing¬ 
apore. A simple formula can tell you whether your 
air resources are sufficient to overcome the enemy 
land-based air units present. One Japanese land- 
based air unit is the equivalent of: one U.S, land- 
based air unit, or two U.S, carriers or the British 
carriers. Carriers are more or less directly com¬ 
parable. 

The Japanese will likely have three or four land- 
based air units. Add up your forces in Indonesia, 
Ceylon, and Australia to determine if you have 
enough to duke it out. If so, go for it. If you have 
extra units, throw them in—there is no such thing 
as being too strong. 

Occasionally, due to unfavorable rolls, a “go” 
situation could become a * "no-go” situation, in this 
case the better part of valor is indicated. Apply the 
formula each round to decide whether or not to stay. 
Remember, “Lady Luck’' is under no obligation 
to “make it up to you”. She always starts afresh; 
so should you. If you cannot meet the test of 
strength, don’t add anything in Indonesia leaving, 
if necessary, the airmen to die alone. (Now you can 
gnash your teeth and tear your hair out.) Extract 
any surviving land-based air units and the cruisers 
after the first round, as you will need them later. 

You may notice that there is no mention made 
of Japanese ships in Indonesia. This is because they 



37 


are assumed to be beating on the U.S. Navy else¬ 
where. If there are a few in there, send in the Brits 
to engage them. In the event that there are too many 
for the Brits and the Americans at Australia to deal 
with, then the Japanese player cannot be seriousiy 
threatening Pearl, as we assume they are. 

Note too, that no defense of Pearl has been 
mounted. This will be the cause of many nervous 
messages from Washington. Ignore them. 

IF YOU FAIL THE TEST OF 
STRENGTH 

So you couldn't swing it. This ts not the end of 
the world, or even the war. Again, look around the 
board. Count carefully the number of your ships 
which can reach all the various areas open to you. 
Couni, equally careful, the number of Japanese ships 
in these areas. Use the previous formula to figure out 
which areas are vulnerable to you. Go there and put 
down the enemy planes. Don’t be deterred by 
Japanese control, since it will be a day fight anyhow. 

This tactic is especially effective in the Marshall 
Islands in conjunction with the heretofore inconspic¬ 
uous cruisers you may have sent there earlier. Seiz¬ 
ing control of this area means that the Imperial 
Japanese Navy cannot sail from Truk to the 
Hawaiian Islands. Their plans against Pearl will be 
cheaply foiled unless they have forces at Johnston 
or Midway. 

Enough surface seapower should be sent with the 
carriers to assure their protection from enemy sur¬ 
face ships, plus another ship or two for good 
measure. Any excess could be sent to areas where 
they can get a 2:1 superiority over Japanese sur¬ 
face ships if any such areas exist* 

There is often at least one area in which you can 
achieve superiority in surface ships. Go there if you 
can match the number of Japanese carriers and land- 
based air units in the area. Give preference to the 
areas you controlled last turn. This will help get a 
night fjght in which you can revenge your other¬ 
wise nearly useless battleships by letting them sink 
the enemy carriers. Reverse Pearl Harbor! 

These actions will make a hole in the Japanese 
perimeter through which you can sail next turn. This 
can also cause the Japanese player to lose points and 
ships, both precious to him. 

Finally, it is a sound idea to raid either the North 
Pacific Ocean or the Aleutian Islands. This will 
enable you to base a force (try to include a carrier 
from Pearl) there to threaten the Japanese home 
islands. 

In all these actions, consider carefully the gain 
you hope for and the threat to your carriers, which 
will be needed desperately in defense of Pearl next 
turn* 

ASSESSMENT OF TURN TWO 

If the Japanese carriers obligingly present them¬ 
selves as targets, hit them with the U.S. carriers 
rather than with your land-based air units or the 
British carriers. The carders will have to be sent 
away anyhow- U,S. carriers get the bonus against 
them. They also don’t come back from the grave. 
And the enemy land-based air units don't get the 
bonus against you. 

You should expect certain hard results among 
your forces. Loss of all carriers sent to Indonesia, 
Half the remaining carriers sent into harm’s way 
are sunk. In other words, one or two carriers left. 
Two to four land-based air units destroyed. One- 
quarter to one-third of the cruisers committed to 
combat sunk, Indeterminate battleship losses. Also 
expect to lose some areas: the Philippines, Lae, 
Singapore, and one of Johnston Island, Dutch 
Harbor or Guadalcanal. The Japanese will have 
garnered about 15-20 points of control by now. Only 
if your situation is worse than this are you in real 
trouble. 


So to basing your weary units at the end of the 
second turn. If you still have Singapore, the Imperial 
Japanese Navy is in big trouble. Wheel the British 
into the harbor. Notice all the areas they can reach 
now. Mention each to your opponent. Gloat over 
them. You deserve it. The Royal Navy, which was 
a minor irritant to the Rising Sun before is now a 
very real threat. The only chance the Japanese have 
now is major errors on the Allied side. Actually, 
many Japanese players throw in the towel at this 
point, hence the title* 

Otherwise, base according to these considerations: 
Return local forces to Dutch Harbor (i.e., any ships 
in the Aleutian Islands or the North Pacific Ocean), 
Use the New Hebrides again, they are very flexi¬ 
ble. Don't send anyone to Pearl. They will be 
trapped there if the Japanese have control. It’s bad 
enough that your reinforcements have to show up 
there; don’t make it worse* Take undamaged 
battleships to Samoa or the New Hebrides, Send the 
Australians and Dutch, if any, to Samoa, 

TURN THREE 

This is the last critical turn. Now the ownership 
of Pearl will be decided* We assume that a com¬ 
petent player knows what to do if he holds Sing¬ 
apore or if the Marshall Islands ploy has worked 
and the Imperial Japanese Navy cannot get to the 
Hawaiian Islands. We will deal here with only the 
most difficult situation. Pearl is half gone and there 
is no reason for the Japanese to break off the effort. 

Your objective is to save Pearl, if possible, and 
in so doing leave yourself in a position from which 
you can credibly carry on the fight. Notice the quali¬ 
fier "if possible". It is quite conceivable that you 
will be unable to save Pearl. In this case, it must 
be written off. You can still win from Samoa or 
other bases. But the fleet is irreplaceable; if it is 
lost, you are lost, so don't send it to certain death. 

Since the three reinforcement battleships show up 
in Pearl and cannot move out of the Hawaiian 
Islands sea area, move them out on patrol. Care¬ 
fully count the number of surface ships in the 
Japanese fleet that are patrolling the Hawaiian 
Islands or that could reach there. Subtract that num¬ 
ber from the surface ships available to you (include 
the three battleships in the Hawaiian Islands), The 
remainder is the number of ships you might want 
to use as patrollers. But remember that each ship 
you commit elsewhere lessens the chance of suc¬ 
cess in saving Pearl, your main objective on this 
turn. 

If you followed our suggestions with regard to 
basing last turn, your forces are in four groups: 

The British are in Ceylon, and should be entrusted 
with the task of holding the Bay of Bengal. This 
should be easily within their capabilities if the 
Japanese seriously want Pearl. If any carriers re¬ 
main, reserve them as raiders to threaten Indonesia 
if the Japanese player commits the bulk of his land- 
based air units elsewhere. 

The Australian ships should be carriers and 
cruisers only. They can make the raid to the 
Hawaiian Islands without speed rolls. In Samoa are 
the only ships that can raid two areas automatically 
—the Australians, Dutch and undamaged battle¬ 
ships, The forces in Dutch Harbor should be placed 
in raid mode, to give the Japanese insecurity over 
the Japanese Islands. 

Repair any carriers that have lost their planes. 
Other than that, you will need all available forces 
this turn, so don't take them out of action yourself. 
Again, send any wounded battleships out on patrol 
of the Coral Sea and the U.S, Mandate. 

You will have two to six land-based air units avail¬ 
able this turn. You may or may not be facing the 
possibility of Japanese land-based air units in the 
Hawaiian Islands. If you are, put all of yours in the 
Hawaiian Islands as well, if not, you will still want 
to put them all there unless the Japanese have lost 


half of their carrier force fan unlikely occurrence). 
If the Japanese air shows up somewhere discomfit¬ 
ing your holdings, so be it; Pearl is more important. 

Your Marines are locked in the Hawaiian Islands. 
Still , they should be moved out to sea for a possi¬ 
ble assault on Johnston Island, should it be Japanese- 
held. If not, you face a "no-win situation". You 
could move them to sea, because the Japanese might 
shoot at them and in so doing distract attention from 
units that affect control. Or, you can hold them out 
of immediate harm in the harbor, though subject¬ 
ing them to possible air raids if you lose. We favor 
the second option, since it is unlikely that a good 
Japanese player would be distracted, and any 
carriers left to raid the harbor in case of loss of the 
Hawaiian Islands are carriers not chasing the re¬ 
mains of the fleet. 

We assume the Japanese will have committed the 
bulk, if not the entirety, of the carrier fleet to the 
Hawaiian Islands operation—along with a cor¬ 
respondingly impressive escort. Count the Japanese 
escort vessels in the Hawaiian Islands. Count the 
escort of your fleet that can reach the Hawaiian 
Islands, If yours are larger you have a choice in a 
night battle. 

Remember, though, that the Japanese ships are 
better than yours, and this edge will evaporate 
quickly. Also remember that any night fight is 
unlikely with plus two to the Japanese roll. 

If you have superiority for day or night action, 
you must try to save Pearl, If not, look for other 
vulnerable areas, grind your teeth, tear your hair— 
but don't be lured into inevitable slaughter. 
"Vulnerable area" is as defined above. Your ob¬ 
jective, if you can’t defend Pearl, is conservation 
of forces and points. Smash the Japanese perimeter 
and don’t let them rebuild it, 

THE GREAT BATTLE OF PEARL 

At Pearl your priority targets are the carriers and 
land-based air units. Then the patrolling surface 
ships. Only if you are really carrying the day should 
you attack with raiding surface ships. If it comes 
to a night fight and you have surface superiority, 
use the "wrap-around" tactic to get the battleship 
trained on the carriers. If you don’t have superi¬ 
ority at night, gang up on the patrollers. 

Your land-based air units should shoot at enemy 
land-based air units first; save your carriers to at¬ 
tack carriers. Hit the most powerful ones first, 
resolving ties by looking at speed. Thus, the 
Shokaku and Zuikaku are your juiciest targets. If 
your land-based air units are holding the skies alone 
(no U.S. carriers present), shoot at the carriers first, 
because a "5" will send away a carrier but not a 
land-based air unit, and they’re all going to have 
to go if you are to hold the area. If you run out of 
air power, you have lost the battle unless he is down 
to one or two carriers and no land-based air units 
and you have an enormous superiority in surface 
ships. Even in this situation, expect huge losses in 
your surface fleet* Humble your pride and run. 

Effective retreating is crucial to your further 
chances. Too often, despair sets in and a game still 
salvageable by the Allied player is conceded at this 
point. Your priority here is to conserve your force 
for another day. 

The first important decision is how many groups 
to run in. If you have a superiority in surface, and 
the enemy has few or no carriers, run in a single 
group. But generally, it is wise to split up. Here 
the battleships become a strict disadvantage. They 
are slower than anything in the Japanese fleet. They 
will probably have to be left behind to the tender 
mercies of the Japanese battleships and slow 
carriers. The cruisers have a better chance. If you 
followed directions, the fast Japanese carriers 
(Shokaku, Zuikaku. Soryu and Hiryu) should have 
come under heavy attack and will hopefully not be 
available to pursue your cruisers. 



38 


If you have heavy superiority in ships, able to 
make speed "7", run them as a group. Usually, 
though, it is much better to split up, every ship for 
itself. In the inevitable pursuit, either the Japanese 
player gangs up on some of your cruisers and lets 
the rest escape, or he pursues at nearly one-on-one. 
In this latter situation, you aren't too badly off To 
escape, you must get a five or six or they must get 
a four, before they get a five or six. Thus, in three 
of five encounters, you should escape unscathed- 
although without having inflicted much loss on 
them. 

If your forces not committed to Pearl have punc¬ 
tured the Japanese perimeter, concentrate your navy 
at the base closest to the hole in preparation for pour¬ 
ing through it next turn. Especially important is the 
placement of the Marines, if they survive. 

TAKING STOCK 

If things have gone badly. Pearl is gone and with 
it not only your most important base, but its repair 
facilities and convenient access to the Central Pacific 
Ocean and the Aleutian Islands. This transfer will, 
in addition, shorten the Japanese lines considerably 
and make your access problem even greater. 

Still, the Japanese fleet is in much the same shape 
as yours. Any battle for Pearl should leave wide 
gaps in the Japanese order of battle. If you declined 
the fight, then your fleet is still in good condition. 
You can carry on. Of your imial bases you will by 
now have lost the following: Pearl and Singapore 
among major bases; and the Philippines, Midway, 
Johnston, and Lae among the minor, with the pos¬ 
sible additions of Dutch Harbor and Atm. If any 
of the above mentioned bases survive, you are in 
better shape. If any others have fallen, you're in 
deeper trouble. 

If the Japanese have 20 or more points, it is im¬ 
probable that you can prevent them from reaching 
29 before Turn Six. Therefore, the only reason to 
patrol from now till then is for the action roll modi¬ 
fiers if you believe that fighting will occur in your 
areas next turn. This means you can, and should, 
raid with everything. This will create maximum un¬ 
certainty in the Japanese mind. It is unfortunate that 
you must telegraph your intentions to some extent 
with your commitments of land-based air units and 
Marines, but this cannot be helped. It cannot be 
overstressed that these two components will be the 
determinants of your future success or failure. 

You must seek bases for the swollen ranks of your 
air power to defend. All those land-based air units 
should be able to prevent the fall of Samoa, regard¬ 
less of Japanese strength. If the Marines can sur¬ 
vive to grab bases, the land-based air units will be 
able to keep them yours in perpetuity. 

By the sixth turn, the balance of power should 
have shifted irrevocably to you; but you have a large 
backlog of points to overcome. Relentless expan¬ 
sion is the by-word at this stage. Only if you are 
still bound to the outer fringe of the board at the 
end of Turn Six should you consider resigning. 

These comments are sparse, to be sure, but the 
focus of this article has been the early game. By 
following them you will hopefully exit the scope 
of this scenario at one of several points, and will 
not be in need of guidance for the later game. You 
leave our scenario when any one of the Following 
happens: 1) the Japanese player does not try to take 
Pearl (Turn One); 2) Singapore is saved (Turn 
Two); 3) the Japanese are prevented from a second 
turn foray into the Hawaiian Islands by your con¬ 
trol of the Marshall Islands (Turn Three); 4) the 
Japanese do not try for Pearl for some other reason 
(Turn Three); 5) Pearl is saved (Turn Three); or 
6) the Japanese Navy suffers heavy casualties and 
thereby loses effectiveness (which could happen 
anytime). 

If you don’t make it through one of these exits, 
you can always claim it was a 'dice game’. 


THE AVALON HILL 
GAME COMPANY’S 
BEST SELLER LIST 

As is our custom, the editors once again present sales 
rankings for our line of game titles based on totals for 
the 1984 Fiscal Year, which began May 1984 and 
ended April 1985. Figures for the All-Time List in¬ 
clude all versions of a title sold to date, provided the 
game system has not radically changed in any subse¬ 
quent printing over the years, D-DAY and FOOTBALL 
STRATEGY, by way of example, have collectively 
passed through eight different editions but each retains 
its original system. GETTYSBURG. on the other hand, 
has changed dramatically in each of its four versions 
and is therefore omitted from the list—even though the 
collection totals of its incarnations would normally 
grant it the eighteenth place. Titles are placed on the 
All-Time List only after having sold in excess of 
100,000 copies while under The Avalon Hill Game 
Company's ownership. Readers should note that there 
are seven games which qualify under this restriction 
but have not surpassed, as yet. TWIXT; these are in, 
in no particular order; WAR AT SEA, FEUDAL. 1776 , 
BASEBALL STRATEGY. CROSS OF TRON. BULGE 
6 old.i and KINGMAKER 

1984 BEST SELLERS 


1983 

Rank: Title Rank 


1. 

2. 

GAME OF TRIVIA 

SQUAD LEADER 

4 

■ : - 

STATIS-PRO BASEBALL 

3 

4. 

B-17 QUEEN OF THE SKIES 

3 

5. 

DUNE 

-— 

6. 

FACTS IN FIVE 

7 

7. 

STATIS-PRO FOOTBALL 


8, 

TELENGARD 

1 

9. 

OUTDOOR SURVIVAL 

9 

10, 

THIRD REICH 

6 

li. 

diplomacy 

15 

12. 

TAC 

- 1; 

! 13. 

WIZARD'S QUEST 

14 

14, 

POWERS & PERILS 

— 

15. 

B-l NUCLEAR BOMBER 


16. 

HITLER S WAR 

— [ 

17. 

DELUXE RUNEQUEST 

— 

18. 

COMP. FOOTBALL STRATEGY 

5 : 


LORDS OF CREATION 

— 

20. 

CIVILIZATION 

1 1 

ALL-TIME BEST SELLERS 

1983 

Rank: Title 

Rank 

L 

OUTDOOR SURVIVAL 

t 

2. 

FACTS IN FIVE 

2 


PANZER8LIT2 

3 

4. 

PANZER LEADER 

4 

5. 

TACTICS II 

5 

6. 

SQUAD LEADER 

8 

S 7 

THIRD REICH 

7 

8. 

LUFTWAFFE 

6 

9. 

BLITZKRIEG 

9 

10. 

FOOTBALL STRATEGY 

. io 

11. 

ACQUIRE 

1 L | 

12. 

STARSHIP TROOPERS 

13 

13. 

STATIS-PRO BASEBALL 

19 

14. 

DIPLOMACY 

17 

15. 

D-DAY 

14 | 

16. 

PAYDIRT 

36 

17. 

AFR1KA KORPS 

15 

IS, 

WIZARD'S QUEST 

20 

19. 

RICHTHOFEN S WAR 

— 

20, 

TWIXT 

— 


AREA TOP 50 LIST 

Tunes Previous 


Rank 

Name 

On List 

Rating 

Rank 

I. 

K. Combs 

45 

2542XOV 

1 

2. 

B. Dobson 

20 

2368RJR 

2 

3. 

D. Burdick 

44 

2188GGN 

3 

4. 

B, Sinigaglio 

30 

2J50GHT 

4 

5. 

P. Siragusa 

39 

2150EHK 

5 

6. 

E. Mineman 

15 

2097DFF 

7 

7. 

F. Preissle 

42 

2089LNX 

8 

8. 

D. Garbutt 

43 

2072GIN 

9 

9, 

J, Beard 

34 

2068HIQ 

6 

10. 

J. Kruez 

39 

2063GGL 

10 

U. 

R Gartman 

H) 

2Q52HGJ 

14 

12. 

P, Landry 

19 

2D32HHM 

12 

13. 

H. Newby 

K) 

2025OHJ 

tl 

14. 

D, Barker 

K> 

2GMGHN 

13 

15. 

D, M unsell 

40 

2QG2NHM 

17 

Id 

5. Sutton 

12 

I997EHM 

15 

17, 

M Sinc&vage 

34 

I993EEJ 

16 

18. 

W, Scott 

42 

1989UU 

21 

19. 

B, Remsburg 

28 

1964GIF 

18 

20 

E Freeman 

19 

1964EFG 

19 

21, 

J. Cormier 

4 

1957CEF 

20 

22. 

F, Reese 

25 

1952HDH 

26 

23. 

P, Flory 

21 

1942DGK 

23 

24. 

G. Charbonneau 

8 

1937HGJ 

22 

25 

R, Beyma 

20 

19I0DDF 

24 

26. 

R , Leach 

46 

I906ILS 

25 

27. 

L. Kelly 

38 

1889WWZ 

27 

28. 

M. Simonitch 

15 

1874DEH 

29 

29, 

B. Sehoose 

K) 

1871G1M 

30 

30. 

M. Rogers 

5 

I855CEH 

31 

31. 

C Wannall 

21 

1852HLP 

32 

32. 

N, Cromaifie 

30 

1B38GHO 

33 

33. 

T. Qleson 

54 

1833XZZ 

28 

34, 

R. Berger 

6 

1833CDE 

34 

35. 

J. Sunde 

20 

1830KKS 

35 

3d 

B. Downing 

34 

183QFHL 

36 

37, 

P. DfVolpi 

11 

1828DED 

37 

38. 

D. Greenwood 

45 

182ICFJ 

38 

39. 

B, Salvatore 

12 

18I6GKO 

40 

40. 

R. Shurdut 

11 

18I5DEJ 

41 

4L 

F Ormteiu 

28 

1813GHM 

42 

42. 

W. Ownbey 

14 

1812CEI 

39 

43. 

J. Anderson 

2 

1809DDF 

43 

44. 

J. Martin 

3 

1807DFI 

44 

45, 

R. Phelps 

26 

IB06HJQ 

45 

46. 

B. Sutton 

13 

1806DFE 

46 

47. 

D, Kopp 

4 

1801GJN 

47 

48, 

R Fold 

ID 

1797GCP 

48 

49. 

M. Miller 

31 

1795GHO 

49 

50. 

E. O'Connor 

3 

1792EFL 

50 


MEET THE 50 ... 


Mr. Mark Simonitch is 27, married and father 
of one, holds a BS in Graphic Design and works 
as a graphics artist in Vallejo, California. 

Favorite Game: VG’s Civil War 

AREA Rated Games: AK, TRC, FE, AZ 

AREA W-L Record: 13-2 % Time PBM: 90 % 

Gaming Tim«/Week: 6 tors. Play Preference: PBM 

Hobbles: Military History Art 

Pet Peeve: Ugly mapboards, 

Mr. Simonitch, naturally, gives us his views 
on the eye-appeal of wargames: 

“Graphics are extremely important to the suc¬ 
cess of a game. Good graphics add flavor, ease 
play and give the game the seriousness and pres¬ 
tige that the extensive time spent in design/ 
development has made it deserving of. This 
applies equally to both the artist and the produc¬ 
tion manager. Glossy mapboards and counters 
say a lot—just as beautiful and meticulous art¬ 
work does. Properly done, the mounted map- 
boards arc the best indication of a serious game . 
Too many companies compromise their products 
with low art budgets to keep costs down. There’s 
plenty of companies out there that are into the 
“fast-food’ 1 market of game production; we 
need at least one company where we can count 
on the best in quality. The Avalon Hill Game 
Company is it." 





39 



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THE AIRPOWER SYSTEM 

Understanding Land-Based Air Assets in FLAT TOP 

By James Werbaneth 


FLAT TOP is a naval game in which the outcome 
is always decided by airpower. The primary offen¬ 
sive weapon for both players are their aircraft 
carriers. The advantages of ships such as the 
Lexington, Enterprise , Shokaku and Zuikaku are 
mobility and the ability to launch potentially deci¬ 
sive air strikes against either enemy task forces or 
enemy bases. 

Land-based airpower lacks these strengths. From 
turn to turn and game to game, land bases remain 
in the same hexes. Furthermore, land planes differ 
from their carrier-based cousins in that they tend 
to be specialized types that are good against one kind 
of target but less potent against others. Perhaps the 
best example of this is Japanese land-based bomber 
force, which is comprised mainly of Bettys and 
Nells. Each is potentially effective, if used in suffi¬ 
cient number at low altitude, against Allied bases. 
But the real strength of the planes, as indicated by 
their Torpedo Basic Hit Table of 9, is their capability 
against task forces. Although the Japanese player 
may be able to score a few points by employing his 
Beuys and Nells against his opponent's bases, he 
would probably be better serving his own cause by 
using the same bombers to attack ships. 

If FLAT TOP is decided by airpower, the most 
decisive weapon in either player's aerial arsenal is 
the bomber. Fighters can destroy an opponent's air¬ 
craft in air-to-air combat , but only bombers can sink 
ships and damage bases with any degree of depend¬ 
ability. Furthermore, bombers can destroy other air¬ 
craft including fighters, with near impunity, by 
catching them on the ground during bombing attacks 
upon bases or aircraft carriers. 

Though they lack mobile bases and some of the 
versatility of carrier-based aircraft, land-based air 
elements are not without advantages of their own. 
Chief among them is that land bases can be repaired 
and returned to peak capability. In game terms a 
hit to an aircraft carrier is irreparable. This espe¬ 
cially aids the Allied player in the 'Santa Cruz" 
and ‘'Guadalcanal' 1 scenarios, in which the critical 
Henderson base can repair two hits per day turn. 


A second advantage of land-based airpower is that 
it can be dispersed among several bases. This can 
make an enemy attack against an important base 
such as Rabaul or Port Moresby less likely to 
endanger the bulk of one's land-based air factors. 
This aids the Japanese player more than his oppo¬ 
nent because there are more Japanese than Allied 
bases. Unless the aircraft are flown to land bases, 
its nearly impossible to similarly disperse carrier - 
based airpower. 

On the whole, the Allied player has the superior 
land-based air strength. Only in the introductory 
"Rings Around Rabaul” scenario does the Japanese 
player enjoy a clear quantitative advantage in land- 
based bombers. In every other scenario, the Allied 
player is better equipped for attacking bases than 
ships with his land-based bombers, but is nonethe¬ 
less able to mount a substantial threat against the 
Japanese player's task forces also. The Allied 
player's land-based airpower is thus more balanced 
than that of his opponent, due in great part to a wider 
variety of bomber types. If the optional rules for 
para-frag bombs and skip bombing are used, the 
Allied edge is even greater. 

The Allied player has several other advantages. 
He can launch effective attacks with his I and-based 
air assets against any Japanese land base on the map. 
But only three Allied bases. Port Moresby, Gili- 
Gili and Henderson are likely to be attacked by 
either land-based or carrier-based Japanese aircraft. 
The Allied player is thus better able to concentrate 
his fighters, having only three bases to worry about 
defending, for combat air patrols. 

The Allied player has most of the qualitative ad¬ 
vantages in terms of land-based airpower through¬ 
out FLAT TOP Exploiting these advantages is 
necessary for him to overcome his disadvantages 
in ships, and sometimes in carrier-based airstrength, 
and remain competitive. But to do this, he must fully 
understand the resources available to him. The best 
way to understand land-based airpower is to syste¬ 
matically examine it. 

Such a system can likewise help the Japanese 


player in understanding his land-based air assets. 
These may not be the strongest part of the Japanese 
order of battle, but land-based airpower can valu¬ 
ably assist carrier-based air assets and surface ships. 

Allied land-based air strength is both greater and 
more complex than that of the Japanese player. 
Therefore it warrants primary consideration. 

PLANE CLASSIFICATION 

In the five scenarios in FLAT TOP> the Allied 
player has fourteen different types of land-based air¬ 
craft. FLAT TOP places great demands of force 
management on the players, and keeping track of 
the capabilities and weakness of fourteen different 
airplane types is among the most difficult. But the 
Allied player need not be overwhelmed by this task. 

One method of examining land-based airpower 
is to classify the airplanes involved according to 
potency against bases, potency against task forces, 
air-to-air combat capability, and effective range. 
Such an effort at classification can aid the player 
in assigning his aircraft to the tasks and bases to 
which they are best suited. 

The first class of aircraft is the heavy bomber. 
The only plane of this class is the B-17. Operating 
with general purpose munitions and from high alti¬ 
tudes, it is extremely deadly against bases. Its lack 
of low altitude capability hardly matters as the B-17 
operates best where anti-aircraft fire is least effec¬ 
tive. It is clearly not suited for combat against ships 
from any altitude w ith any kind of bombs, despite 
the theories of Billy Mitchell and Douglas 
Mac Arthur. Therefore, B~17s should be sent against 
naval targets only if absolutely necessary or in the 
unlikely event that there are no lightly damaged or 
undamaged Japanese bases within striking distance. 

The idea of sending B-17s* without tighter escort, 
to a target can conjure thoughts of bombers being 
downed by the dozens over Schweinfurt, But that 
is another theatre of operations and another game. 
In FLATTOP - the B-17 has the second highest air- 
to-air Basic Hit Table of the Allied player's aircraft. 
















































40 


The B-17 can more than hold its own against the 
Zero, which is more than can be said about some 
Allied fighters. 

The Allied player should provide his heavy 
bombers with fighter escort whenever possible, but 
this measure is not imperative. He would be cheat¬ 
ing himself of much of his aerial anti-base capability 
if he chained his heavy bombers to the shorter ranges 
of her fighters. He can and should send his heavy 
bombers against distant Japanese bases, exploiting 
the B-17*s long range. Night attacks should not be 
ruled out, as the B-17 is still a very potent threat 
after dark. The argument for night heavy bomber 
attacks is strengthened by the unlikel ihood of com¬ 
bat air patrols over the target. Furthermore, anti¬ 
aircraft tire directed against attackers at night is 
seldom something to be feared. 

The range of the B-17 is greater than that of any 
aircraft except the flying boats. When based at Port 
Moresby or Gili-Gili* it can strike any Japanese 
base, including Rabaul* and return to its base of 
origin. 

Light-medium bombers are the backbone of Allied 
land-based airpower. The A-20, B-25, and B-26 
comprise this class. Unlike the B-17, light-medium 
bombers operate best against bases and ships from 
low altitude, though they can attack from high 
altitude if necessary. If the Allied player is willing 
to trade decreased effectiveness for decreased air¬ 
craft losses, he should attack from high altitude. 

Light-medium bombers are very potent against 
bases, especially when striking from low altitude. 
They are also much more of a threat to enemy ships 
than are the heavy bombers. This is especially true 
of the B-25, which is the best plane of its class. 
Light-medium bombers will seldom put a heavily 
escorted battleship or aircraft carrier out of the 
game, but they can be murder to smaller ships. An 
aircraft carrier with a large complement of planes 
is the ideal platform for attacks on task forces, A 
major base such as Port Moresby or Henderson, 
with a large group of light-medium bombers, is 
second best, 

A-20s, B-25s, and B-26s should never be sent 
against any base likely to be protected by Zeros 
unless accompanied by Allied fighters. Light- 
medium bombers are less than mediocre in air-lo- 
air combat. 

They are also inferior to the B-17 in range. Due 
to their low range factors and need for fighter escort, 
light-medium bombers are unsuited for missions in 
which they need more than three game turns to reach 
the target. Aircraft of this class based at Gili-Gili 
or Port Moresby are best used against Japanese bases 
on New Guinea or task forces near the island. Under 
most circumstances, the farthest base subject to at¬ 
tack by light-medium bombers is Gasmata, 

Using the optional rules for para-frag bombs and 
skip bombing gives light-medium bombers added 
significance. Only a A-20* B-25, and B-26 can ex¬ 
ploit the enhanced capability that these rules give 
the Allied player against ships and parked aircraft. 

The third class of Allied land-based aircraft is the 
naval bomber. The Avenger, Beaufort, and Daunt¬ 
less are torpedo and dive bombers that function bet¬ 
ter against ships than do light-medium bombers. 
But, they are adequate for attacking bases. They are 
comparable in range to the B-25 and B-26. 

In all scenarios, except “Guadalcanal”, naval 
bombers are available to the Allied player only in 
limited numbers. Thus, in most cases he must use 
them either in conjunction with light-medium 
bombers or Avengers and Daundesses based at sea. 
In situations in which the Allied player is attacking 
task forces with his carrier-based airpower, the 
addition of even a few factors of land-based naval 
bombers can significantly aid the attack. 

Because the Beaufort is always initially deployed 
at Port Moresby, Gili-Gili or Australia, there are 
few chances to use it with carrier-based aircraft. If 
he wishes to use his Beau forts against Japanese 


ships, he has two options. He can base them at his 
New Guinea bases and use them with light-medium 
bombers when Japanese task forces sail within strik¬ 
ing range. The second alternative is to transfer them 
to Henderson, where there are normally more 
opportunities for naval bombers in larger numbers 
to attack naval targets. 

Naval bombers are similar to light-medium bom¬ 
bers In their air-to-air capabilities. They are poor 
in combat against other aircraft and must have 
Fighter escort when flying to any target likely to be 
protected by Zeros. 

Heavy bombers, light-medium bombers, and 
naval bombers constitute the offensive arm of the 
Allied player's land-based airpower. Most fre¬ 
quently, they will score more victory points than 
any other part of the Allied order of battle except 
carrier-based aircraft. Each class is better suited for 
one task than the other, but together they are a ver¬ 
satile aerial threat. The remaining two classes of 
aircraft are vital to support the bombers. 

The Catalina and Hudson are the patrol bombers. 
Although they are capable of attacking bases and 
task forces, they should never be used for these 
tasks. Their primary purpose is to search for 
Japanese task forces that are subsequently attacked 
by other land-based and carrier-based planes. 

This is one of the most important roles for air¬ 
craft in FLAT TOP. The destruction of enemy ships 
may decide the game, but they must be located first. 
Often the First player to attack a major task force 
is also the player who wins the game; and the player 
who attacks First is usually the player who locates 
his opponent's naval forces first. It would be most 
unwise to risk one’s search capability attacking a 
target best left to more numerous classes of 
bombers. 

The Catalina has a range factor higher than that 
of any other Allied aircraft and should, therefore, 
be used for long distance searches. Because of this 
role, it is just as important as any combat aircraft 
to the Allied player. The Hudson has much less 
stamina. Because of this trait and its mediocrity as 
a bomber, the Hudson is suited for reconnaissance 
over the seas near Allied bases. The Allied player 
thus has a better chance of Finding task forces that 
escape detection by his Catalinas, 

The optional rule for submarines expands the 
functions of the patrol bombers. In this case, they 
should never leave their bases unless loaded with 
general purpose bombs. Once the locations of the 
Japanese player's task forces have been determined 
by patrol bombers flying at high altitudes, other 
Catalinas and Hudsons should descend to low alti¬ 
tude with the aim of finding and attacking Japanese 
submarines. Surface units have the greater offen¬ 
sive potential and search efforts should always fo¬ 
cus around them. But neither player should pass by 
a chance to attack the other's submarines. 

The Allied fighters, the Beau Fighter, P-38, P-39* 
P-40 and Wildcat are not his greatest aerial asset. 
None of them, except the Wildcat, are the equal to 
the Zero in combat, and none can match the 
Japanese plane in endurance. The lack of long range 
fighter escorts will keep almost all Allied players 
from using their light-medium bombers, naval bom¬ 
bers, and possibly their heavy bombers to their 
fullest potential. The inferiority of the Allied land- 
based Fighters is a very strong argument for that 
player to rely upon his bombers. 


BASES 

Aircraft are only one part of airpower. Of equal 
importance are the bases from which aircraft fiy. 
The Avengers, Daunt I esses, and Wildcats that oper¬ 
ate from aircraft carriers are identical in perfor¬ 
mance to the Avengers* Dauntlesses, and Wildcats 
that fly from land bases. Yet the carrier-based air¬ 
craft are a greater offensive threat than their land- 


based counterpart. The difference is not due to per¬ 
formance* but to the mobility, concealment and 
potential for surprise that are the strengths of the 
aircraft carrier. 

All land bases are not created equal. Their 
locations, maximum capacity, ready factors, and 
launch factors determine which planes are best suited 
to them and the targets that they can fly against. 
Therefore* a careful examination of Allied bases is 
in order. 

Australia and New Caledonia are the Allied 
player’s two offboard bases. This may be their only 
important shared characteristic. 

Except in the 1 ‘Coral Sea” scenario, in which the 
Allied player has no choice but to use it as a Catalina 
base. New Caledonia is very nearly useless. In the 
"Eastern Solomons”, "Santa Cruz”* and "Guadal¬ 
canal" scenarios. New Caledonia has very high 
ready and Jaunch factors, but is simply too far away 
from the Solomon Islands or New Guinea to justify 
its use. When the Allied player deploys aircraft ear¬ 
marked for New Caledonia* Espiritu Santo, and 
Henderson, he should divide the air factors between 
the second two bases. 

Australia is far more useful. It Is close enough 
to New Guinea for heavy bombers to fly from it 
to Lae and return. All light-medium bombers can 
reach the same target if they end their flights at Port 
Moresby or Gili-Gili, Australia has a ready factor 
of 25 and unlimited launch factors, which greatly 
enhance its utility as a bomber base. The base is 
immune to Japanese attack* freeing Allied fighters 
for use in New Guinea, where they can conduct es¬ 
cort missions as well as flying combat air patrols 
over Port Moresby by Gili-Gili, 

Espiritu Santo and Ndeni are located on the 
eastern edge of the map area. The base at Ndeni 
is available only for the "Eastern Solomons” 
scenarios and can accomodate only the Catalina, so 
it warrants no discussion, 

Espiritu Santo lacks importance in the "Eastern 
Solomons" but is much more significant in the 
"Santa Cruz" and "Guadalcanal” scenarios. 
Without the seaplane base at Ndeni, the Allied 
player should use Espiritu Santo as the point of 
origin for his Catalina patrols. Heavy bombers can 
strike as far as Rabaul if they land at Henderson* 
Port Moresby, or Gili-Gili. 

Fighters should not be kept at Espiritu Santo. 
Henderson is much more likely to need them to de¬ 
fend against Japanese air attacks. Furthermore, 
Espiritu Santo is too distant from both Allied and 
Japanese bases for its fighters to effectively escort 
bombers. In addition, if the Japanese player is able 
to use his air elements against Espiritu Santo, the 
Allied player's carriers and Henderson are prob¬ 
ably so badly damaged or their air elements so 
depleted that he would have much more pressing 
matters to worry about—such as losing the game, 

Gili-Gili is much more centrally located than 
Espiritu Santo, Light-medium and patrol bombers 
can operate against all bases on New Guinea, New 
Britain and the Solomon Islands from Gili-Gili, 
although its low ready and launch factors impede 
missions against the more distant Japanese bases. 
In the "Eastern Solomons” scenario Gili-Gili’s 
offensive potential is greatly reduced by the stipu¬ 
lation that only fighters may operate from it. None¬ 
theless* its location is such that neither player can 
regard it lightly. 

The two most important Allied bases are Port 
Moresby and Henderson, Port Moresby lacks the 
astronomical ready and launch factors of Australia* 
but its more northerly position makes it an almost 
ideal base for heavy bomber strikes against Lae, 
Buna, Gasmata and Rabaul as well as light-medium 
bomber missions against the first three Japanese 
bases. Like Gili-Gili, Port Moresby is close enough 
to Lae, Buna and Gasmata to provide attacking bom¬ 
bers with Fighter escort. 



41 


Chart 1. ALLIED LAND-BASED AIRCRAFT 
CLASSIFICATION 


Plane Class 

Against 

Bases 

Against 

Ships 

Air-to-Air 

Range 

Heavy Bomber 
(B-17) 

Excellent 

Poor 

Excellent 

Long 

Light-Medium 

Good* 

Good 

Poor 

Short to 

Bomber (A20, 
B-25, B-26) 




Medium 

Naval Bomber 

Good 

Good 

Poor 

Medium 

(Beaufort, 

Avenger, 

Dauntless) 

Patrol Bomber 
(Catalina, 

SHOULD NOT BE USED 
iN COMBAT 

Medium for 
Hudson, Very 

Hudson) 




long for Catalina 

Fighters 
(Beau fighter, 
P-38,P-39, P-40 
Wildcat) 

Poor 

Poor 

Good +„ 
Excellent 
for Wildcat 

Short 


Chart 2: ALLIED BASES 



Plane Types 

Aircraft Targets 

Base 

Recommended 

and Tasks 

Australia 

Heavy Bomber 

Lae, Buna, Gasmata, 


Light-Medium Bomber 

Rabaul, Buka, Buin, < 


Patrol Bomber 

Naval Search 

Port Moresby 

Heavy Bomber 

Lae, Buna, Gasmata, 


Light-Medium Bomber 

Rabaul, Buka, Buin, 


Naval Bomber 

Short land. Ships, 


Patrol Bomber 

Fighter 

Naval Search 

Gili-Gili 

Light-Medium Bomber 

Lae, Buna, Gasmata, 


Naval Bomber 

Buka, Buin, Shortland, 


Patrol Bomber 

Fighter 

Ships, Naval Search 

New Caledonia 

Patrol Bomber 

Naval Search 

i Ndeni 

Patrol Bomber 

Naval Search 

Espiritu Santo 

Heavy Bomber 

Rabaul, Buka, Buin. 


Patrol Bomber 

Shortland, Ships, 

Naval Search 

i Henderson 

Heavy Bomber 

Rabaul. Buka, Buin, 


Light-Medium Bomber 

Shortland, Ships, 


Naval Bomber 

Patrol Bomber 

Fighter 

Naval Search 



Naval Bomber 2 


Henderson* Ship^ 


Lae 


Naval Bomber I 

Naval Bomber 2 
Fighter 


Pori Moresby, Gili-Gili 


1 Gasmata 

Naval Bomber 3 

Pori Moresby. Gili-Gili. 1 


Naval Bomber 2 
Fighter 

Ships 

[ Tuiagi 

Patrol Bomber 

Naval Search I 


1 Naval Bomber 2 Good 

Good + 

Poor 

Medium 

| (Kate. Val) _ 





SHOULD NOT BE USED 


1 Fighters 

Poor 

Poor 

Excel lent 

Medium. 

(Zero, Rufe) 



Good + 

Short for 




for Rule 

Rufe | 


In scenarios in which it is available to the Allied 
player, Henderson will most frequently occupy the 
attention of the Japanese player more than any other 
base. It has the ready and launch factors to be a vital 
Allied installation. But perhaps more important is 
its location near the center of the eastern half of the 
mapboard. This exposes Henderson to operations 
from Rabaul, Buka and Buin as well as attacks by 
carrier-based airpower and naval units. Geography 
also allows Henderson-based aircraft to strike at 
these same Japanese assets, often to great effect. 

Light-medium and naval bombers can signifi¬ 
cantly aid carrier-based aircraft in attacks against 
ships. Naval bombers are used from Henderson 
more frequently than from any other Allied base. 
The FLAT TOP equivalent of the "Cactus Air 
Force" can also cause havoc on its own against 
previously crippled or insufficiently protected 
Japanese ships near Guadalcanal. In fact, airpower 
from Henderson may be the Allied player’s most 
consistent and potent weapon in the "Guadalcanal" 
scenario. 

A glance at the FLAT TOP mapboard and at the 
scenarios reveals that the Allied player’s area of 
operations is divided in half Aircraft from 
Australia, Port Moresby and Gili-Gili operate in the 
western half while aircraft from Henderson and 
Espiritu Santo operate in the east. There is some 
area of overlap, especially around Rabaul and 
Bougainville, hut this generalization largely holds 
true. 


This does not mean that forces on one half of the 
map cannot help forces on the other. The Allied 
player should bear in mind that if he can destroy 
or neutralized much of his opponent’s airpower in 
the west he can transfer aircraft, including fighters 
from Gili-Gili and Port Moresby, to Henderson, 
This option greatly enhances the strategic value of 
the B-17s based at Australia and Port Moresby. 

APPLICATION’S TO THE 
JAPANESE PLAYER 

The same assessment of airpower can be applied 
to Japanese land-based air forces, although some 
modifications are in order. The Japanese player 
lacks the versatile bomber force enjoyed by his op¬ 
ponent, but has advantages of his own, primarily 
in fighters and basing. 

Whereas Allied land-based aircraft are classifed 
into five groups, the Japanese player's are best 
broken down into only four categories. He has no 
heavy bomber and no true light-medium bomber. 
He has, however, an abundance of naval bombers, 
which constitute his only true land-based offensive 
threat, 

There are only two types of Japanese naval 
bombers. The first, and generally most numerous, 
is comprised of the Nell and the Betty. Like the 
Beaufort, these two-engined planes are based only 
on land but must be classifed as naval bombers be¬ 
cause they operate optimally in torpedo attacks 


against ships. 

The Nell and Betty are superior in range to every 
Allied torpedo bomber. This enables the first type 
of Japanese naval bomber, especially the longer- 
ranged Betty, to be a threat to Allied task forces 
anywhere in the Solomon Sea and in most of the 
waters around the Solomon Islands, if the planes 
are based at Rabaul. Rabaul-based Bettys can fly 
as far as the Stewart Islands, the southeast coast of 
San Cristobal, or Rennel, 

The Nell and Betty are superior to Allied torpedo 
bombers in both range and basic hit table for torpedo 
attacks against ships. They are identical in potency 
to all Allied naval bombers, both land- and carrier- 
based, against bases. However, the Japanese player 
should be somewhat reluctant to use them for at¬ 
tacks against bases. They are the backbone of his 
land-based bomber force and if he is going to risk 
them, he should risk them under circumstances in 
which they have the highest probability of inflict¬ 
ing the most damage upon the Allied player's cause. 

If, however, the Japanese player wishes to attack 
a base, it should be Port Moresby, Gili-Gili or 
Henderson. In any case, he must be guided to two 
principles. The first is for use against Allied naval 
targets. The second is attacking with the greatest 
strength and highest hit tables in the face of accept¬ 
able risks. 

Because of their poor performance in air-to-air 
combat, they should always be escorted by Zero 
fighters. The escort should be as large as possible. 















42 



















43 
















44 


All planes should approach the target at low altitude 
to use the highest hit tables and negate the inevit- 
able Allied radar. The higher anti-aircraft hit table 
used by the Allied player against aircraft at low 
altitude is an acceptable risk. 

The target should be struck with as many bombers 
as the Japanese player feels he can commit to the 
attack without violating the first principle. This may 
be only a few air factors, or it could be his entire 
force of Nells and Bettys, depending on the situa¬ 
tion at the time of the attack. 

The second type of Japanese naval bomber en¬ 
compasses the Kate and the Vah These planes share 
with the Nell and Betty a greater capability against 
ships than against Allied planes. They can be used 
for strikes on bases, but if so the dive bombing cap¬ 
ability of the Val should be sacrificed in favor of 
a low altitude attack. Dividing the attacking bombers 
into two groups according to altitude means divid¬ 
ing their escorting Zeros, and that constitudes an 
unacceptable risk. Nonetheless, the Japanese player 
should refrain from using the second category of 
naval bomber against bases even more than the first. 

Possibly the ideal situation for the Japanese player 
is one in which he can combine land-based naval 
bombers with planes from his carriers in an attack 
upon an important Allied task force, especially one 
containing an aircraft carrier. In the 1 ‘Santa Cruz” 
and “Guadalcanal" scenarios, the Japanese player 
enjoys a quantitative advantage in carrier-based 
bombers. The effective use of land-based naval 
bombers with carrier planes can turn a slight edge 
in the order of battle into a decisive advantage in 
combat. 

Like his opponent, the Japanese player possesses 
patrol bombers for reconnaissance and anti¬ 
submarine operations. Numerically, he is grossly 
inferior in patrol bombers ill all scenarios except 
“Rings Around Rabaul" and “Coral Sea". But the 
Emily and Mavis are superior to the Catalina both 
in movement and range factors. Coupled with the 
availabil ity of a centrally located base at Shortland 
or Tulagi, this gives the Japanese player an ability 
to cover almost as much of the map with his long 
range patrols as the Allied player. 

The Japanese player lacks a patrol bomber to fill 
a role similar to that of the Hudson, He has two 
ways of overcoming this. He can divert a small 
number of naval bombers, especially Bettys, to 
medium-range patrols. Or he can divert some of the 
pathetic Dave, Jake and Pete seaplanes carried by 
seaplane carriers and cruisers to his seaplane bases. 
The first option allows him to conduct more exten¬ 
sive patrols, but decreases the number of air factors 
available for action against Allied task forces once 
they have been located. The second frees the naval 
bombers from bombing missions, but markedly 
reduces the amount of the map that can be covered 
by non-flying boat searches. 

Undoubtedly the greatest area of Japanese superi¬ 
ority in land-based airpower is in his fighters. 
Whereas the Allied player must rely upon a variety 
of short-ranged planes, the air-to-air capabilities of 
which have already been discussed, the Japanese 
player relies almost entirely on the Zero, If the 
Allied player has a fighter comparable to the Zero 
to complement his land-based bombers, FLATTOP 
would frequently be a nightmare for the Japanese 
player. The Zero is second to no plane in air-to-air 
combat. It has a very high movement factor and a 
range factor that enables it to stay in the air two 
turns longer than any other fighter in the game. It 
can escort bombers virtually anywhere within their 
range or it can maintain lengthy combat air patrols. 

The Japanese player can engage Allied fighters 
over any Allied base and retain qualitative equality 
if not superiority. A large number of Zeros escort¬ 
ing naval bombers will often sweep aside opposing 
combat air patrols. The Zero can enable the Japanese 
player's bombers to penetrate to Allied bases in 
much the same way that unescorted B-17’s can 


bludgeon their way to distant Japanese targets. 

The Japanese player should be ready to use his 
land-based Zeros as well as his naval bombers in 
conjunction with his carrier-based aircraft. In crit¬ 
ical attacks by carrier-based bombers upon Allied 
ships, land-based Zeros added to the air formations 
can both save bombers from destruction and free 
carrier-based fighters for combat air patrol over their 
ships. When Japanese vessels are near friendly 
bases, Zeros can provide lengthy aerial protection. 
Because of the lack of endurance of Allied fighters, 
exercising such options is much more difficult for 
the Allied player. 

The Rufe is decidedly inferior to the Zero in both 
performance and range. Yet this fighter, which is 
available only in very limited numbers, should not 
be disregarded by the Japanese player. Although its 
range is insufficient for all but the shortest escort 
missions, the Rufe’s performance is adequate to 
allow combat air patrols, especially over the criti¬ 
cal base at Rabaul. Of all the seaplanes in FLAT 
TOP , the Rufe is the only non-flying boat to be taken 
seriously. 

Basing is a much different proposition for the 
Japanese player than it is for his opponent. Whereas 
the Allied player sees a map divided into eastern 
and western halves, the Japanese player is con¬ 
fronted by more of a north-south division. In the 
north are Rabaul and its neighbors, Buka and Buin; 
in the south are Lae, Buna and Gasmata. 

Planes from the northern bases can reach both 
Allied bases on New Guinea. Bettys and Zeros based 
at Rabaul and its neighbors have the range to at¬ 
tack Henderson. Perhaps more importantly, planes 
flying from these bases pose a potential threat to 
Allied task forces in every scenario, with the pos¬ 
sible exception of “Coral Sea", 

The primary targets of aircraft based at Gasmata 
and New Guinea bases are Port Moresby and Gili- 
Gifi. The planes can attack task forces in “Rings 
Around Rabaul" and “Coral Sea'% and may 
possibly attack an Allied destroyer in the “Eastern 
Solomons" scenario. But overwhelmingly, their tar¬ 
gets will be Allied bases on the south shore of New 
Guinea, 

Shortland and Tulagi are not included in either 
group. Neither base can launch land planes, and both 
are thus unsuited for offensive operations. Yet these 
are vital as patrol bomber bases, allowing Emilys 
and Mavises to reach the probabJe area of Allied 
naval vessels quickly. The two bases, especially 
Shortland, do much to offset the Japanese player's 
quantitative disadvantage in patrol bombers. 

By far, the most important Japanese base is 
RabauL It has the highest ready and launch factors 
of any base available to the Japanese player. Its 
location beyond the effective range of Allied light- 
medium bombers, naval bombers, and fighters based 
at Port Moresby, Gili-Gili and Henderson makes 
it the most difficult Japanese base to attack, as does 
its high anti-aircraft factor. If the Japanese player 
has any doubts as to the initial deployment of any 
aircraft factors, he should deploy them at Rabaul. 

Two bases that the Japanese player should avoid 
using are Truk and Kavieng. In terms of ready and 
launch factors, Truk is the Japanese equivalent of 
Australia, But it is much more like New Caledonia 
when its remoteness is considered. Land planes 
should never be based at Truk, and patrol bombers 
should be kept there only in the extremely unlikely 
event that Rabaul is unable to ready or launch air¬ 
craft, Likewise, this event is the only reason for the 
use of Kavieng by land planes, 

JAPANESE DIFFICULTIES 

The Japanese player faces two difficulties that are 
faced by his opponent to a much lesser degree. 
Coast watchers of both sides operate throughout the 
map area, but the Allied player has a clear superi¬ 
ority in this respect. During daylight turns, it is very 


difficult for the Japanese player to assemble large 
air Formations without the knowledge of the Allied 
player. It ts even more difficult for Japanese aircraft 
to attack Port Moresby, Gili-Gili or Henderson 
without flying directly over an Allied coastwatcher 
hex. Surprise is something that is rarely gained over 
the Allied player. 

Conversely, the Allied player is able to move his 
bombers to Lae, Buna and Gasmata directly from 
sea hexes or land hexes behind the New Guinea 
coastwatcher perimeter. Often the first warning of 
an Allied attack on Buna. Lae, Tulgai or Buka is 
the appearance of Allied air formations over the 
target. 

All of the Allied bases in FLAT TOP have radar, 
whereas five Japanese bases at most are similarly 
equipped. The Japanese player can counter Allied 
radar by launching low altitude air attacks, but there 
is nothing that he can do about his own technologi¬ 
cal deficiency. It is always there for his opponent 
to exploit, 

CONCLUSIONS 

Carrier-based airpower is the most important 
weapon to both players in FLAT TOP. But neither 
can disregard land-based airpower, either his own 
or that of his opponent. The Allied player can turn 
his varied aircraft types into a weapon that, though 
seldom decisive in its own right, can greatly offset 
the Allied disadvantages to augment his already for¬ 
midable carrier-based airpower. The Japanese player 
must weild his land-based air arm with care and 
decisiveness. 

☆ 


SO THAT’S WHAT 
YOU’VE BEEN PLAYING 


Titles Listed: 86 

Rank: Title 

Total Responses: 367 

Rank Times 

Last On Freq* 
Pub Time List Ratio 

L 

Firepower 

AH 

— 

1 

5.6 

2. 

Squad Leader 

AH 

1 

27 

5.3 

3 . 

Third Reich 

AH 

5 

27 

2,8 

4, 

Russian Campaign 

AH 

8 

27 

2.5 

5 . 

Bulge “83 

AH 

12 

7 

2.2 

6. 

War Sc Peace 

AH 

17 

5 

2.0 

7 . 

Cross of Iron 

AH 

10 

2 

1.9 

8. 

G.L 

AH 

6 

L 7 

1.8 

9 . 

Hitler’s War 

AH 

2 

S 

1.8 

10 . 

Panzer Leader 

AH 

18 

3 

1.7 

11. 

Ambush 

VG 

LI 

6 

1.6 

12 . 

A-l Wars 

AH 

— 

1 

L5 

13. 

Up Front 

AH 

7 

9 

1.4 

14. 

R-L7 

AH 

4 

10 

1.3 

15 . 

Fortress Europa 

AH 

— 

1 

1.3 

16 , 

WS&IM 

AH 

20 

12 

1.2 

17 , 

Air Force 

AH 

— 

1 

LI 

18 . 

COD 

AH 

— 

1 

1.1 

19 . 

Guns of August 

AH 

— 

1 

L 0 

20 . 

Stalingrad 

AH 

19 

2 

LG 


On the strength of the recent issue featuring them, 
both FIREPOWER and ARAB-ISRAELI appear 

on the list for the first time. I predict that FP will 
occupy a slot in our ongoing survey of playing prefer¬ 
ences for some time to come. Meanwhile, a number 
of old favorites cycled back onto the “Top Twenty" 
while others slid off momentarily, I find it interesting 
that the once standard approach to wargames—the 
"Operational Level" design—is represented so sparsely 
these days. The wargaming public has taken to play¬ 
ing either tactical level or grand strategic level games. 
A full dozen tactical games on our List would seem to 
indicate that our readership wants even more. Look¬ 
ing over the production of The Avalon Hill Game 
Company for the past two years (and plans for the next 
two), it would appear that is exactly what they are 
getting. 




45 


Letters to the Editor ... 


Dear Mr. Man in: 

QUESTION: Wilt ADVANCED SQUAD 
LEADER make The original SQUAD LEADER 
game and its three modules (CROSS OF IRON , 
CRESCENDO OF DOOM, and G.I. ANVIL OF 
VICTORY) obsolete? 

James Leah 
Bozeman, Montana 

ANSWER: No. 

ASL has been produced mainly to tie the 
entire SL series together under a common system 
of rules Heretofore , some CROSS OF IRON rules 
contradicted some of the original SQUAD 
LEADER rules; likewise CRESCENDO OF 
DOOM contradicts some CROSS OF IRON rules; 
and G.I, does the same to CRESCENDO OF 
DOOM. 

So ASL dears up alt ambiguities and, in 
getrerat, makes for a more realistic and consistent 
game system. Most SQUAD LEADER fanatics wit! 
likely ' 'graduate" to ASL. 

But ASL does not make SQUAD LEADER 
obsolete; fur from it. Some components are inter¬ 
changeable; but original SQUAD LEADER and 
tfj addons has appeal of offering many mare 
scenarios; nearly 100 altogether. ASL has no 
scenarios; it is merely a binder of rules that are 
rt;(pared for its modules of which BEYOND 
VALOR is the first and only one currently avail¬ 
able. BEYOND VALOR has but JO scenarios 

It is important to note that no ASL module 
scenario will repeat those available in SL. 
although with modifications, those scenarios used 
in SL could also be used with ASL Then too, there 
will always be those who prefer the original game 
to the new ASL system , 

BEYOND VALOR contains 12 sheets of Troop 
Counters , none of which are needed for SL; 
relatively few of the Troop Counters available in 
SL can be utilized in ASL, 

In time with the availability of more and more 
ASL modules, it is hoped that the original SQUAD 
LEADER gamettes, but not SQUAD LEADER 
Hit If. can ultimately be phased out. But that's 
many years down the road , Original SQUAD 
LEADER may never become obsolete because of 
hi programmed learning approach which makes 
it easier for beginners to leant, We will continue 
ft? recommend that new comers start with SQUAD 
LEADER before graduating to ASL. It is only COI, 
COD, and GI which may become obsolete if the 
marketplace $Aokv,r a preference for ASL over the 
earlier SL system. 

WtHiriK 

Gentlemen; 

If s a lot more fun to observe those running 
arguments that you see from time to time in 
letters columns in magazines than to jump into 
one, but certain Additions need to be made to the 
points made by George Minde (Vol. 21, No. 6). 
Like any good rhetorician,, Mr, Minde ends his 
leEterby saying that The GENERAL, after print¬ 
ing his own editorial, ought to stop printing 
“political editorials". Others may want to cor- 
reel his data. I am bothered by some of the facts 
that he left out, and I hope there's room in your 
letters column for some of them. 

Popular history in the West docs sometimes 
underplay the role of the Soviet Union in fight¬ 
ing Hitler. But many popular works, including 
the prestigious Time-Life scries on WW2, the 
American Heritage Picture History of World War 
Wand the games by Avalon Hill give Russia her 
due. No serious history or historian in the West 
denigrates the role of the Red Army. The insis¬ 
tence that either popularists or professionals arc 
mostly biased in that respect has long been a bit 
of Communist propaganda. 

A very different situation exists behind the 
iron Curtain, where historical studies are 
government-produced propaganda. The official 
"history". Great Pat none War for the Defense 
of the Motherland Against the Fascist Invader, 
is a tool of Soviet ideology and slate policy. In 
the Soviet Union our role is always misrep¬ 
resented and downplayed—as is the role of one 
Joseph Stalin just now. 

The Communists and their apologists tike to 
gloss over the campaigns in the Pacific and the 
war against Germany elsewhere in Europe and 
Africa, as well as the fact that Stalin started the 
war along with Hitler. The Red Army invaded 
Poland from the East two weeks after the panzers 
surged across the western border. There might 
never have been a "Second World War " without 
the Ribbentrop-Molotov pact of 1939. 

Communists arc also embarrassed by the fact 
that Stalin actually has won the title of "Murderer 
of the Century", surpassing Hitler and other 


vicious tyrants. And they are made uncomfort¬ 
able by reference to the continuing imperialistic 
policies of the Soviet Union in Afghanistan and 
elsewhere. That is wfiy our government and 
others did not celebrate the recent anniversaries 
of victories of a wartime partner-of-convenience. 

Most war earner :-i know more about the width 
of T-34 lank treads than they do about the causes 
of World War II. The latter are much more im¬ 
portant. and in looking at them we must be care¬ 
ful to examine not only both sides of the big 
picture, but all of it. 

Daniel Beattie 
Charlottesville. Virginia 

Dear Sirs, 

It was nice to sec the two articles on AfW 
in Vol, 21, No. 6 of The GENERAL 1've always 
liked this game, but there have been few articles 
on it in prim. Although both pieces were well 
researched and written, there are a few problems. 

"Sand in the W r ind" by Robert Allred was 
an excellent article on AlW tactics, but only for 
the situations as they appear in the game. The 
Question Box for AlW (Vol. I4 + No. 3) listed 
several corrections to the published situations 
which Robert seemingly did not apply. Some of 
the situations have part or all the boards rotated 
180 degrees, which may reverse the set-up areas 
for each side. Other situations have changes made 
in the type or number of units. When these cor¬ 
rections are made, a couple of Robert's sugges¬ 
tions may have to be adjusted- In spite of this, 

T was glad to see something on AlW strategy 
finally appear! 

The Lebanon situations were something I 
hoped to see sooner or later. However, the 
Lebanese Army in Situation L-5 amazingly has 
two Israeli Centurian tank units. Since Jordanian 
Centurian units are used for other LA units, 
should not Jordanian Centurians be used in place 
of the Israeli Ones? 

Finally, both articles had high praise for the 
designers of Situation S-12 (Marjayou). Who art 
these anonymous geniuses? 

Dave Howery 
Dillon, Montana 

So far as our records show , the Marjayou 
scenario was designed by Seth Cams, and heavily 
modified during playtesting by Richard Hamblin 
and Randy Reed , And yes, the Centurians should 
be Jordanian , not Israeli; our mistake, 

★ ★★★★ 

Dear Mr. Martin. 

Until lately. 1 have not paid much attention 
to your letters column, A short lime ago, 
however, I saw a letter with a bit of strategy. 1 
then got out my back issues and started reading. 
Tn the process, I was amazed at some of the trivial 
things that people were complaining about to 
you. One reader actually counted the number of 
illustrations in several issues after saying there 
weren't enough. 

The most common complaint pertained to the 
fact that you have included articles on what they 
term "non-wargames'. Mr. Bill Fawcett's arti¬ 
cle on WIZARD S QUEST, The Wars of 
Mamon" (Vol. 19, No, 4), was one of the most 
enjoyable I’ve seen in The GENERAL. People 
who can find nothing better to complain aboui 
must be very narrow-minded- What are their 
criteria for determining what is a wargame and 
what isn't? They seem to think that only games 
that simulate historical military events are war- 
games. I point out Avalon Hill’s Invasion Malta 
game in AAOC. This is certainly not based on 
any historical event, but I don’t think anyone 
would doubt its status as a wargame. To all these 
folk l say. even though you may not like fantasy 
or other games, some of us do. 

David Holmes 
Wiggins, Mississippi 

Dear Mr. Martin; 

I have never taken the time to write the editor 
of any of the magazines to which 1 subscribe, but 
the outstanding Volume 21. No, 6 issue of The 
GENERAL demands comment. This particular 
issue was the last of my most recent two-year 
subscription and 1 must admit that 1 had con¬ 


sidered not renewing. My attitude totally changed 
after seeing the excellence to which you and your 
staff are capable of aspiring. 

Aside from the rather poor grammar and 
prose of the "Sand in the Wind" article, each 
and every feature was both interesting and 
entertaining—two attributes of a very fine maga¬ 
zine. Most remarkable about my comments is the 
fact that 1 do not own a single one of the games 
that were featured in that issue. Even so. I found 
it io be the finest issue of my many years of 
association with The GENERAL, 

Keep up the good work, Mr. Martin, and 
congratulate your talented staff. And, yes, my 
subscription renewal order is in ihe mail. 

Judson R. Kring 
Madison, Indiana 


Dear Rex: 

Thank you for your letter requesting chat I 
resubscribe io The GENERAL. As you may recall 
however, I wrote you approximately six months 
ago. At that lime I requested you either get my 
issues to me in a more timely manner or refund 
my unused subscription fee. You demurred on 
both—feeling the tardy arrival was just awful but 
not your fault, and that refunds were inconsis¬ 
tent with the policy of TAHGC. 

Welt, the most recent issue {HITLER S WAR) 
arrived today. This is exactly twelve days after 
il went on display at my two local retail stores 
and sixteen days after it was received at (heir dis¬ 
tributor. To anticipate your reply—yes, it’s tough 
but not your fault. This mailing schedule of yours 
tells me ihat I am a low-priority—probably be¬ 
cause you already have my money —but not the 
money of those who will buy the issue in retail 
stores. 

Mr. Martin, I am a businessman—and quite 
successful at that. I know that "fault" is 
irrelevant—because what counts is the customer's 
attitude toward me and my wares. I know that 
[ can ramble on as long as I like in justifying defi¬ 
ciencies of my service—hut the bottom line re¬ 
quires me to satisfy him, for I want and need his 
money. 

In that sense we're alike, aren't we? You need 
and want my money. But why should 1 give it 
to you? As a subscriber to the Atlantic, Million* 
History 1 , Golf Digest, Baseball Digest, Sports 
Illustrated, Playboy and several professional 
journals, 1 know the kind of service 1 am entitled 
to expect. As a subscriber, I should get—and do 
get—my issues before my non ■subscriber friends. 
Except for The GENERAL ; you're always late. 

Please don't suggest that I subscribe and pay 
for first-class postage; then it will be cheaper for 
me to buy it al the retail outlets. And I won't miss 
any issues—In facl if you need any back issues, 
let me know. The local stores have a fine selec¬ 
tion of your magazine dating back six years! 

So what's it going to be? Can you promise me 
better service—equal to the service the above 
periodicals provide? Or will you once again dis¬ 
miss my problem in a whimsical manner? You 
decide. Until you can tell me 1 will get the same 
service retail stores get. I'll keep my money. It’s 
up to you. 

Paul Pigulsk! 

Springfield, Illinois 

In response to your recent letter concerning 
the mailing schedule for The GENERAL, you are 
quite right—it is usually ' late' \ However, I will 
point out that a delay of a couple of weeks is 
hardly going to make the information carried in 
our pages "out-of-date* \ I do not presume—nor 
should you—to equate our circumstances and 
outlook with the much larger circulation popu¬ 
lar periodicals you mention, To provide some 
small insight to those who have voiced this com¬ 
plaint in the past, let me briefly elaborate on a 
couple of points. 

First, unlike most of the publications you 
hold up as sterling examples of the periodical in - 
dustry, the prime emphasis of The Avalon Hill 
Game Company is ike production of games. This 
means that the technical work in producing our 
magazine (color seps, artwork , veloxs, type¬ 
setting , and so forth) and the press time avail¬ 
able to me takes second place io that of any game 
currently under production, Fve no doubt that 
Playboy. Sports Illustrated, Atlantic and others 


that yaw mention demand the full attention of the 
extensive staffs of those corporations. While the 
technicians of The Avalon Hill Game Company 
perform stupendous feats of production, the hard 
fact is that even they can only do so much in any- 
given time period when so many projects demand 
tkeir attention. Since The GENERAL generates 
very little of the overall profit of Monarch -Avalon 
inc ,. i'f wilt continue to be near the bottom of the 
prioriry list—rightly so. This issue is a case in 
point, being greatly delayed by efforts for 
ADVANCED SQUAD LEADER and new Victory 
Game releases; I wonder at the reaction should 
we delay those for a few months instead. 

As to the delay in the Postal Service 
(causing the difference in the arri val dates 
of wholesale orders and those for mail cus¬ 
tomers), you can rail all you wish, but the 
facts show that nothing will change. The 
US Postal Service has , in their infinite wis¬ 
dom, decreed that The GENERAL does not 
qualify for a secondcluss permit (as do the 
others mentioned, if you ever glance at the 
mailing cover) and has denied ail our 
normal applications for such (regarding it 
as an advertising medium). Without it, we 
are forced to rely on a fourth-class 
permit—meaning that our magazines get 
the lowest priority rating from the Post 
Offices that they must pass through on their 
way to you readers. This means that an 
extensive delay between mailing and de¬ 
livery is not at all unusual. (It also means 
that copies of The GENERAL cannot be 
forwarded, despite your requests. and are 
instead destroyed; you must notify these 
offices of any change in address if you ex¬ 
pect to continue to receive your issues.) On 
the other hand, since suppliers order 
multiple copies, we can use normal ship¬ 
ping carriers for their delivery. Obviously, 
prompt arrival is the ''bread-and-butter * 1 
of these freight companies, and the retail 
outlets usually receive their copies within 
a matter of days. Unless the Postal Sendee 
sees Jit to revise their judgement and grant 
us a permit in keeping with our function, 
the best that we can continue to do is mail 
The GENERAL bulk-rate and offer prohibi¬ 
tively expensive first-class mail subscrip¬ 
tions for those few to whom money is no 
object in the face of their own enjoyment. 

To complicate this mutter at the moment, the 
grand lady who for twenty years kept your copies 
coming to you— Gertrude lombro—hm, for rea¬ 
sons of health, retired. It is more than a little 
difficult to replace someone ivAo so well fills a 
critical slot in the production and distribution of 
a magazine, especially when the departure is so 
abrupt, h wilt likely be a few months before some¬ 
one of the calibre and dedication as Gertrude can 
be found. In the interim, the transition will prob¬ 
ably engender some delays and confusion in sub¬ 
scribers receiving their copies. 

To conclude this, let me answer your closing 
questions. First, there is simply no way (hat we 
can offer service similar to that of the magazines 
you tout without an appropriate mailing permit , 
and there is little chance that the Postal Service 
will change their judgement. I hardly consider 
your plight whimsical , but unless and until you 
are willing to order a hundred copies, 1 can 
hardly promise that you wif/ get the same ' ’serv¬ 
ice" as the retail stares since your situations are 
so vastly different . If you are concerned about 
rhe timeliness of your copy, l would strongly ad¬ 
vise that you do purchase copies from your local 
retail outlet, h will make our task of convincing 
retailers to carry our magazine on their 
newstands easier, and perhaps keep even you 
happier. After all, it is ail the same in the end. 

I am quite pleased that your local retail outlet 
keeps a stock of our back issues on the shelves. 
Since our publication is hardly ‘ 'dated ’ 1 or top¬ 
ical in its coverage of the games, many retailers 
have standing orders for us to keep them in back 
issues as best h? can (meaning until our own 
overprinting surplus of on issue is gone). By 
keeping these back issues on display , they in- 
c reuse the sate of both our games and our maga¬ 
zine, since they support each other to an extent 
that no other publication in this hobby does , And 
if your local game store doesn V carry the maga¬ 
zine, ask them if they might consider doing so 
for your convenience. Thanks for your offer for 
back issues, but I’ve Several full collections of 
our magazine in prominent place on my office 
and home shelves already. 

So, no, 1 can't " promise " you delivery as 
prompt as rhose you quote , I can, however, 
promise you the best of material and graphics on 
our hobby within these pages regardless of 
whether you buy if off the shelves, or receive it 
at home. 




46 




VP FRONT 

19.15 Does a non-fully crewed LMG (or a cap- 
lurcd weapon) aulomaiically malfunction if fir¬ 
ing from a group containing only regular rifles 
on a red 6 RNC7 

A, No, The LMG or captured weapon would 
automatically malfunction on a red 5 RNC: but 
should a red 6 RNC be drawn, I be question of 
which weapon may malfunction is resolved 
normally- 

20.2 May a player elect to cancel remaining 
designated infiltration attempts upon seeing the 
result of earlier ones? 

A. No—that's why they have to be predesignated 
io begin with. 

20.8 When a group is eliminated in CC and its 
terrain is captured, is the capturing group also 
entitled to a change of range or Group ID chit? 
A. No 

21.2 Docs an infiltrator who sets off a Demoli¬ 
tion Charge lose its infiltration status? 

A. Yes as per normal application of 20.53. 

21*2 How can a Demolition Charge be used with 
a strength of 8 against an AFV? 

A. It cannot. A Demo Charge can be used vs 
armored targets only in CC and only as a +4 CC 
DRM (28.8I>. 

21.3 Do Smoke or Fire cards modify a Demo 
Charge attack? 

A* Only those on the defender's group—■ not the 
attacker's. 

23.8 Can a piIIbon be encircled? 

A* Yes, but 23,8 overrides the effects of 17.612 
(i.e., Flanking Fire vs a pillbox is obtainable only 
by 23.7), 

24*33 How does an AFV exit a minefield? 

A. Minefield attacks vs an AFV are treated 
exactly the same as if they were against an in¬ 
fantry group except that it attacks with a base 
anti-armor strength of I. 

28,46 Does this flank shot apply io non-ordnance 
shots when an AFV plays a Sideways movement 
card? 

A, No. 

28.61 Can a Concealed card be played to aid the 
defense of an AFV or its crew against a non- 
ordnance attack? 

A. No. 


28.8 Once a man has infiltrated vs an AFV , docs 
he have to play a Movement card or undergo a 
Morale Check in order to attack I hat AFV? 

A. No. Either a Morale Check or Movement card 
was required for the infiltration attempt, but once 
inf It rated, the CC attack occurs immediately 
with no further requirements, 

28*9 What effect does being Hull Down have on 
an Infantry Gun being fired on by non-ordnance 
weapons? 

A. None, other than the normal application of 
the terrain card's TEM. 

AFRIKA KORPS 

13*2/15,22 If an unaccompanied supply unit 
moves adjacent to an enemy combat unit to sup¬ 
ply an attack cm that enemy unit, is the supply 
unit captured by the enemy combat unit? 

A. No. 


VICTORY IN THE PACIFIC 

Q. If the Americans abandon Pear] Harbor on 
Turn l after the Surprise Attack, can the Japanese 
control the Hawaiian Islands? 

A. No, the Japanese units are considered Raiders. 

O- If the last ship on a side is disabled, and so 
must retreat, are the ports and bases in that sea 
area subject to air raids? 

A. Yes 

Q. If an air raid is conducted on a port or island 
with no repair facility and a ship there is 
"bottomed", is there any manner it may be 
refloated and moved lo a port with a repair 
facility? 

A* No, 

Q* If one repairs Marines (per Optional Rules), 
does this action take points away that may be 
applied to ship repairs or LBA repairs? 

A. No, 

Q. When Marines receive damage equal to their 
armor value, do they still get one shot or do they 
lose all fire power? 

A, Damaged Marines still get the one shot. 

Q. Can damaged ships be used as raiders'* If so, 
can a ship with a speed of "2" try to raid into 
a third area? 

A* Yes, Yes. 


FIREPOWER $22.00 

The Game of Man-to-Man Modern Warfare 


The latest of a long line of tactical 
games to move into the top ten on the 
ongoing RBG chart, FIREPOWER scored 
strongly in every category, well below the 
average in all except Counters The high 
response to our rating attempt (Sample Base) 
also serves to indicate its popularity. Craig 
Taylor, working with a proven system, has 
brought forth a fine game- 

while superior in every aspect, FIRE¬ 
POWER is obviously designed for the 
players' enjoyment. Playability, Excitement 
Level and Play Balance all indicate that the 
game is an edge-of-the-seat experience. As 
the Series Replay and Contest #124 showed, 
play is fast'paced and interspersed with 
unforscen switches of fortune. With the 
comprehensive listing of nationalities, 
definitive in its scope (hence the high 
Authenticity rating), for players to choose 
from. Play Balance is assured- And, best of 
all for lunch-hour tacticians, FIREPOWER 
can be played in under an hour. With Craig's 
campaign system (see Vql. 21, No, 6 of The 
GENERAL), the game can also keep players 
occupied for a month. 


Among the plethora of games being 
released on the modern period at ibis time 
in the industry, this one deserves its place 
in the front rank. The ratings for FIRE¬ 
POWER will show on the ongoing RBG 
henceforth, as follows: 

Overall Valuer 2,57 
Components: 3.10 
Map: 2.79 
Counters: 3,25 
Player’s Aids: 3*17 
Complexity: 4.67 
Completeness of Rules: 3.12 
Playability: 2.71 
Excitement Level: 2.38 
Play Balance: 2.56 
Authenticity: 2.87 
Game Length 

Shortest: 54 mins. 

Longest: 2 hrs.* 49 mins. 
Year: 1985 
Sample Base: 85 


AH RBG RATING CHARTS 

The following games are ranked by their reader-generated overall Value 
rating. Further aspects of reader response to our titles are indicated 
by the ratings in other categories. By breaking down a game's ratings 
into these individual categories, the gamer is able to discern for him¬ 
self where the title's strengths and weaknesses lie in the qualities he 
values highly. Readers are reminded that the Game Length categories 
are measured in multiples of ten minutes (thus, a rating of "18" equates 
to three hours). 

WARGAME RBG « 


n 

a 

3 

I 

3 


n 

o 

3 


n 

ai 

?i 

zr * 

1 


ST 

3 

5 


2 




L Gl 

2.02 

1.93 

10 

3.01 

3.38 

1.88 

12.84 

35-33 

1982 

264 

2. COI 

2,06 

1.95 

9 

3,29 

3.13 

1.99 

11.61 

29.27 

1978 

532 

3, 3R 

2.21 

2.67 

10 

3.81 

3.40 

2.73 

25.94 

69,24 

1931 

273 

4. COD 

2,23 

1.97 

10 

3.12 

3.08 

1,15 

12.15 

30.20 

1930 

224 

5, TRC 

2,29 

2.53 

4 

2.52 

2,12 

311 

17.44 

37,74 

1976 

540 

6. SL 

2.31 

2.09 

8 

3,48 

2,87 

2 45 

10.17 

27.90 

1977 

680 

7. UF 

2.42 

2.26 

4 

2,57 

1,31 

2.84 

4.84 

13.05 

1983 

58 

S. S-17 

2.51 

2.62 

3 

2.52 

1 86 

2.21 

3,30 

11.50 

1983 

87 

9. WS&IM 

2.53 

3.04 

6 

2.93 

2,67 

2.39 

7.01 

34.90 

1975 

464 

10. FP 

2.57 

3.10 

4 

3.12 

2.91 

2,87 

5-42 

16.81 

1985 

85 

M. HW 

2.59 

3.27 

4 

3,68 

113 

4,25 

8,27 

21.73 

3984 

63 

12. W&P 

2,61 

2.76 

5 

3,46 

2,93 

3.04 

13.04 

57.19 

1980 

374 

13. BB’81 

2,67 

2,46 

4 

2,53 

2,94 

2,91 

19-62 

35,09 

1931 

277 

14. TLD 

2.68 

1.95 

8 

3.72 

3,54 

2.04 

24.44 

170.68 

1980 

119 

15. VITP 

2.72 

2.86 

2 

2.89 

2.22 

4.52 

16.96 

22.36 

1977 

420 

16, CAE 

2.85 

3.01 

4 

2,32 

2.89 

2.52 

25 14 

32,57 

3976 

252 

17 SON 

2.92 

3.03 

10 

3,72 

4.09 

1.92 

29 50 

81.78 

1981 

123 

18. SOA 

2 97 

2.79 

3 

2.73 

2.41 

3.88 

IS 22 

22.57 

1981 

232 

19. FE 

3.00 

2.72 

7 

3.21 

3.21 

3,00 

21.17 

49.05 

1980 

345 

20. FRED 

3.00 

3.41 

4 

2.93 

2,58 

2,75 

12,25 

24,67 

1983 

58 

21. SUB 

3,08 

2.64 

8 

3,13 

3.08 

2,74 

9.41 

26,15 

1978 

281 

22. CON 

3.12 

3,64 

7 

3,08 

2,52 

3,52 

25.8 

49,1 

1983 

73 

23. MD 

3,13 

3,51 

3 

2.80 

121 

3.44 

14.75 

20,74 

3964 

395 

24 AZ 

3*17 

2.72 

7 

3.18 

3,86 

2.68 

18,63 

63.40 

1978 

292 

25. PL 

3.19 

2,94 

7 

3,31 

3,13 

3.50 

949 

25,80 

1974 

479 

26. 1776 

3.21 

2.97 

7 

3.09 

3.03 

3,10 

10.16 

45.1)9 

1974 

373 

27. FT 

3,23 

3.12 

10 

3.22 

3.67 

316 

24 51 

57.39 

1981 

196 

28 PB 

335 

3.08 

6 

3.73 

2 90 

3,94 

10,35 

23,07 

1970 

448 

29. BIS 

3 45 

2 96 

6 

3,43 

3.25 

3.06 

12,41 

26,35 

1979 

248 

30. AAOC 

3.52 

2.95 

5 

3 02 

3.26 

3.07 

15 52 

26.53 

1978 

239 

31. FtTW 

3.53 

3,14 

4 

3.17 

2.94 

3.72 

16,14 

30.01 

1981 

900 

32. CL 

3.54 

3.35 

5 

3.15 

3,33 

3.79 

1153 

25.53 

1975 

136 

33 DL 

3.61 

4,02 

7 

3 85 

3.22 

329 

6 66 

19.94 

1981 

120 

34. GOA 

3.66 

3.37 

5 

3.67 

3.79 

2.98 

18.68 

60.06 

1981 

297 

35, WAS 

3.71 

3.67 

1 

248 

2,37 

5.98 

9.09 

12.71 

1976 

396 

36. GE 

3.72 

3.12 

6 

4.64 

4.41 

2 84 

13 25 

57.13 

1977 

248 

37. AF 

3.74 

4,16 

7 

3.98 

3.34 

3.35 

5.61 

16.02 

1980 

192 

38. AIW 

3,74 

3.05 

8 

2.92 

3.52 

3.06 

8.69 

25.36 

1977 

308 

39. LRT 

3.75 

3.60 

4 

3*53 

3,39 

2.96 

13.04 

17.00 

1952 

56 

40. Tft 

3.80 

3.76 

3 

3.33 

3.60 

3,70 

9-51 

25 79 

1980 

72 

41, WAT 

3.83 

4.17 

2 

2.95 

2 64 

5.00 

17.08 

23,13 

1962 

296 

42. NP 

3,87 

3,29 

3 

3.27 

2,56 

4.89 

9,69 

1440 

1978 

159 

43, AK 

3.92 

4.38 

2 

3.30 

2.48 

5.09 

14.49 

19.13 

1964 

492 

44, AL 

4.03 

4.05 

5 

3.69 

3.13 

3.57 

12,34 

17,93 

1974 

217 

45. T8 

4.06 

3.53 

7 

3.48 

4,47 

2.50 

11.28 

32.50 

1975 

304 

46 RW 

4 14 

3.14 

5 

3.32 

2.91 

3.98 

4.22 

21.15 

1973 

311 

47 JU 

4.17 

3.20 

6 

3.61 

3.83 

3.22 

16.01 

36.66 

1974 

193 

48. PAA 

4.17 

4.24 

5 

3.79 

3.99 

3.70 

15.51 

25.24 

1931 

[44 

49 DD 

4,22 

4.07 

2 

3.04 

2.88 

4.64 

17.54 

26.25 

1977 

367 

50. CH 

4.39 

3.80 

4 

3 35 

3 52 

4.67 

14.76 

24.96 

1961 

140 

51. STAL 

4.39 

4.29 

2 

2.88 

2.75 

5,83 

20.57 

28.85 

1963 

320 

52-LW 

4-45 

375 

5 

3,77 

3 79 

4,79 

13.36 

34,14 

1971 

372 

53. FR 

4.79 

3 49 

4 

3.47 

3.75 

4.06 

16,27 

26.95 

1972 

244 

54. BL 

4.73 

4.16 

7 

3.65 

3.77 

5.27 

20.43 

41.44 

1965 

336 

55. TAC 

5.62 

5 25 

i 

2.79 

3.23 

6.34 

11.70 

19.29 

1961 

285 














47 


With a wealth of we 11-written material on games 
as good as FIREPOWER, SQUAD LEADER and 
ARAB-iSRAELI WARS, we anticipated that Vo I* 
21, No. 6 would bring the volume year to a strong 
close. But we were elated by the best Overall 
Rating (2.74) in over five years —since that for 
VoL 16, No. 1 in fact Also pleasing and surpris¬ 
ing, the Series Replay and Craig Taylor's look at 
modern combat theory dominated the polling for 


individual articles. Ratings for all the articles, 
based on a random sampling of 200 contest 
responses, are as follows: 

FIREPOWER SERIES REPLAY.. . ,410 

GUNS FOR FIREPOWER.308 

SQUAD LEADER CLINIC .163 

LEBANON ...*..* . 100 

A FIREPOWER CAMPAIGN .. 97 

SAND IN THE WIND.*. 48 

BLITZKRIEG '85 . .. .. 34 

ALL ASHORE WHO'S GOING ASHORE .. 29 
AH PHILOSOPHY.11 


Mr. Bruce Linsey, one of the grognards of the 
DIPLOMACY hobby, is the newest "Runestone 
Poll" Custodian —a rating of the postal game- 
masters and of the many and varied 'zines 
devoted to that hobby. The annual report of the 
results of this survey to the hobby, this year 
entitled "The Cream Shall Rise", is now available. 
The 56-page report, besides presenting the 
survey, also contains some tidbits of history on 
the hobby, a look at the workings of the poll, and 
reflections on the structure and results. Our con¬ 
gratulations are extended to Mr, Linsey, whose 
own 'zine Voice of Doom topped the list for 
DIPLOMACY magazines, and to Mr Mark 
Larzelere, voted best DIPLOMACY Game Master 
by his peers. Mr, Linsey, besides his many other 
activities, also has produced a packet intended 
to introduce novices to the postal DfPLOMACY 
hobby“"Supemova" Both "Supernova" ($1.00 
fee) and "The Cream Shall Rise" ($2,00) are avail* 
able from Mr. Linsey {73 Ashuefot Street, Apt. 
3 r Dalton, MA 01226). 

One of the reasons for the popularity of Voice 
of Doom ( see above) is due in no small part to 
the excellence of its content. This fact is reflect¬ 
ing in the latest awarding of the annual Rod 
Walker Award for Literary Excellence, It was 
presented to Mr. Linsey for his article entitled 
"The History of a Diplomacy "Zine" in Voice of 
Doom #10Q. A must read for anyone interested 
in the DIPLOMACY hobby, or in publishing fan 
'zines, it typifies the intent of the Rod Walker 
Award. Mr Linsey will be presented with the 
permanent plaque and other honors at the annual 
DIPLOMACY convention (held in Seattle this 
year). The award, funded in part by The Avalon 
Hill Game Company and administered by the 
Institute for Diplomatic Studies, recognizes the 
best of authors each year and is voted upon by 
hobby members from a list of nominees proposed 
by a committee of seven editors/writers con¬ 
cerned with the hobby. The Avalon Hill Game 
Company extends its congratulations to Bruce 
Linsey for his efforts at bettering the play of 
DIPLOMACY and the vibrant hobby that sur* 
rounds it. 

Even as the new comes in amid fanfare, the old 
fades slowly away. A number of games In our line 
will not be reprinted and, since stocks have fallen 
to a low point, are now considered to be 
"collector's items". These include the following: 
CHANCELLORSViLLE, ALEXANDER THE GREAT 
CAESAR'S LEGIONS, ORIGINS OF WWtl, 
ASSAULT ON CRETE/MALTA, STRUGGLE OF 
NATIONS, FRANCE 1940, TOBRUK, MYSTIC 
WOOD\ TRIREME and SOURCE OF THE NILE. 


Infiltrator’s Report 


When current orders are filled, the prices of these 
games will rise as per those for other discontinued 
games, 

The 1985 edition of the Black and Blue Book 
is now available, according to Larry Peery. This 
fourth edition lists some 1066 names, addresses, 
telephone numbers and hobby interests of 
DIPLOMACY players from all over North America. 
This 128-page publication represents some three 
years of effort, and is broken into various listings: 
alphabetical by last name, by Zip Code, organi¬ 
zations, 'zine publishers, and hobby services. 
Other little tidbits (list of ftf DIPLOMACY conven¬ 
tions, electronic mall, tips for beginning players, 
and so forth) fill out this informative booklet. 
Everything you ought to know, if you are inter- 


CONVENTION CALENDAR 

The GENERAL will list any gaming convention in this space 
free of charge on a space available basis provided that we are 
notified at least four months in advance of the convention date. 
Each listing must include the name, date, site, and contact 
address of the convention. Additional information of interest 
to our readership such as tournaments or events utilizing The 
Avalon Hill Game Company's games is solicited and will be 
printed if made available. 

The Avalon Hill Game Company does not necessarily attend 
or endorse these gatherings, nor do we guarantee that events 
using The Avalon Hill Game Company's games will be held. 
Readers are urged to contact the listed sources for further 
information before making plans to attend. 

SEPTEMBER 20-22 
COGACON *85, Columbus, Ohio 
Contact; Paul Riegel* War Game Designs* P.Q. 
Box 124, Hilliard, OH 43026. 

SEPTEMBER 21-22 

CGI/COD FALL MANEUVERS, Fort 
Lauderdale* Florida 

Contact: Bill Thomson, 7081 NW 16th Street* 
Apt. H4 t Plantation* FL 33313* (305) 
587-3315. 

Note: Tournaments in COI and COD , 

SEPTEMBER 28-29 
TOL-CON m, Toledo* Ohio 
Contact . Keith Zunk* Mind Games, 3001 North 
Reynolds Road* Toledo, OH 43615* (419) 
531-5540, 

OCTOBER 4-6 

CRUSADER CON V, Denver* Colorado 
Contact: Auraria Gamer’s Club, P.O. Box 
13395, Denver* CO 80201. 

Note; Tournaments in DIPLOMACY. SQUAD 
LEADER and KINGMAKER among others. 
OCTOBER 5-6 

WARGAMER’S WEEKEND, Newburyport, 
Massachusetts 

Contact: Chris Parker* c/o Toy Soldier Ltd,* 
P.O. Box 148, Newburyport* MA 01950. 

OCTOBER 20 

ADVACON, Depew* New York 

Contact: The Advacon Fellowship, 101 Floss 

Avenue* Buffalo, NY 1421L 

Note: A number of science fiction and fantasy 

tournaments. 

DECEMBER 7-8 
KNOXCON, Knoxville* Tennessee 
Contact: Tim Deane, The New Hobby Hut, 
3615 Chapman Highway, Knoxville* TN 37920* 
(615) 970-4435. 

Note: Five rounds of SL competition. 


ested in the energetic DfPLOMACY hobby, is put 
together in the BBB in a way designed to make 
it easy to use* The price is $4,00 (plus $1,00 for 
postage and handling) from The Institute of Dip¬ 
lomatic Studies, RQ, Box 8416, San Diego, CA 
92102* 


Richard Gutenkunst has been busy cutting 
again, and his latest offer is for the Arab-fsraeii 
War counters for use with Mr. Anchors "Lebanon" 
scenarios (Vol. 21* No,6h He is offering these for 
$1.00 a set (no SASE required). As a special to 
our readership* he is also offering two complete 
sets for $1.50. Since this allows both sides 
expanded use of the modern armor, DYO 
scenarios abound. The new AfW counters can be 
ordered direct from Mr, Gutenkunst at Box 3301, 
Traffic Station* Minneapolis, MN 55403. Richard 
is reported considering completing sets for the 
recent CONQUISTADOR variant (Vol. 21* No. 5) 
and FIREPOWER campaign (Vol. 21, No. 6). If you 
are interested in either of these* you might drop 
him a line indicating your willingness to buy and 
so encourage him in his efforts. 

For those who may be new to the play of postal 
DIPLOMACY, a word of advice. Find yourself a 
copy of "Masters of Deceit". Inside its plain brown 
wrapper are a number of articles on the game* 
its play by mail, and the wide-spread international 
hobby by some of the leading practitioners of that 
dark art. Even if you've no interest in playing the 
game by mail* a number of fine strategy articles 
prove entertaining and engaging. Sections on get¬ 
ting started* and on the DIPLOMACY press* are 
particularly used for novices. "Masters of Deceit" 
is available for $1.00 from Steve Woody 
Amawoodlan (602 Hemlock Drive, Lansdale, PA 
19446). 

Contest #124* featuring a no-win situation for 
the Syrians in a FIREPOWER scenario* brought a 
large number of entries. Indeed* we had so many 
that we discovered numerous ways to win the 
game besides the one we devised. However* our 
solution brings a four-point advantage to the 
Israelis in the final tally; to avoid the need to 
randomly drew winners, we decided to use this 
as the "tie-breaker". All entries with a legal , four- 
point split were declared winners and will receive 
a merchandise certificate from The Avalon Hill 
Game Company* FIREPOWER experts in our con¬ 
test proved to be: Arlen Busch* Greenbelt, MD; 
Stephen Desrosters* Houston, TX; John Holloway* 
Earlysviile, VA; Jeff Petraske* New Boston, Ml; 
Dave Ratliff, Greencastie* IN; Stuart Rushing* 
Oceanside* CA; Scott Spahr* Laramie* WY; Kent 
Wei ton* White Oak* TX. 

The solution to Contest #125 utilizes the 
classic Rommel pattern of a sweep to the south 
to break the Allied line. In order of play* the 
following moves give a deep penetration of Egypt: 

Truck and Depot, from 1623 to 1427 

Italian forces* from 1825 to 1331 

1 55th and 11 5th Infantry, from 1 725 to 1231 

104th and 1/5 and 2/5, from 1523 to overrun 
1132* then overrun 1334, finally one 3-60 
penetrates to 1434 

With this* the Allied line has been shattered; more 
importantly, much of it has been placed out of 
supply. It is not necessary for the Italians and 
German infantry to attack from 1331 and 1231* 
Their presence does insure, however* that sup¬ 
ply can be traced through these hexes. Note that 
it is possible for the Axis to have captured the 
British depot in 1334. This should not be counted 
on, and reliance upon the capture (as opposed 
to destruction) would invalidate any contest entry. 










OPPONENTS WANTED OPPONENTS WANTED OPPONENTS WANTED 


12 Scenino* m 12 mui*. 9 ite I a HM. 4 Subicnbe 
n.i'*- Out yrtf fotonlv *12 Chi All Frond, P.D 
ftra 265. MwimJL AR ■>!&*> 

5L pluym wintrd A beginner bored e-f playing 
fohteifo CUI nr WftU PbLnck. O' Bran. j SO I W 
Mmmul; Rd,, Tmw, AZ ljT4|, 7-H-I697. 

til tkinJi vKlntri Pbrn naif. Drop itk 

■ poucind wirhlfee uuuh denred Unofficial 
rri. nrd 115-17-45 AJw AZ , ftf Todd Biiiell 111, 
F.O 927, Cwnlno., CA 95709. (917i 
644 3610_ 

Loot mg (at wa&'nan-muti phm Ol Am Pro* 
1200 with i;, j-icm bul wou Id Site in 1e*m other 
systems Stephen Hsich. 18921 ME. Cam»rron 
St . F.V . CA 92708, flU) 963-7661. 
Opponents, w reled for !1! TRC. Ml and oilier 
AH (erne' Eajrn^ntnd pliyc- AREA ruled. 
M ice-jhii f Pit*. «29 a Uke Murrey ftlvd , Li 
Mem, CA 92&H, 16191 589,6387_ 

A dull novice seeks eipencmad gamer let ftf JU 
CCH. COD, Ol. 17I4J 639-7S65-Diy; (3I3> 
498-J7&3—Eve. p. firmer, J34| HMHKr Rd., 
Long Beach, CA 90815__ 

L* pen fixed ndulc junfr win hr oppoeeeta, IR, 
BB. FE, LRH and others John Li. Mefiuuger, 
IW Somis Dsr-e. *J3S. Mbdetfo. CA 95355, 
fH»] _ 

5m Dicjo Am Gimrrs Join the Gune Tn»ne 

Club ($Sr> m Open gimwg btaftOiy*. rtcildic* 

4vai labile 7 diyi/wi; Pi>dln League, ppm DIF, 
AH dehm, plus more Gune Tawne. 1954 
H«t>cy a . (in OU Tewri), Sen Dhp, CA 
92110. {619? 291-1666 _ 

Seeking op^ooenu T jrlodc - Modems area Any 
dubs' 1 Am irwspentmmJ fif. Have BIS, PE, R H. 
and, others forefib V Siewin. t Vil G«f Rf*d. 
Suite 66, Toctpct, CA 95380, flW] 667.6549. 
I am iDokang for pbm oppessenu for WAF If .n- 
lereslBd nme Richard Oiscm, 15571 E 5 3th 
A’nt'.i *201 A. Ayrarte, CO 8001;]. 

Appro* I TOG reek* aria opponent for need pben 
3R Stephen Johns, 309 27tb Si . Boulder, CO 
wm. (30IHW-16I!_ 

Eapmrnctd juner wi/ncd for ftf COD. Gl, 17 
FF. FT of IT76, E play aemwly, Ml Jut fun 
No maniacs. Brian Post, 2301. Pearl. M3, 
SouMet. CP MM_ 

Wanlod adu'.l famrrs for rated gun: of TRC 
[hbifri 7 k; a.I taunt *n(s tprthfitti. all ItfUhn 
ansiuered Douglas Vare, P O. Bm Lil, Rrorik- 
field, CT 06804, [203J 775-0712._ 

A dull wirgimer seeks plan (at ftf oppneeiMi 
Preferably Civil War tames E have GE, UR 
L.RT ahd SOA. Bruno PUrsannlando. 2 I Wood 
Drive, Etu Han ford. CT CMOS. f2D3> 
S2S-7624_ 

Eapenenced college uisdeei leeting ftr 0P(W- 
nersts for SL, COE. COD. romr CJ. CharLn 
MeOtrry. *002 G Si- Hw . Wadnnyiijn. DC 
20006, 296 1596__ 

Sotuh Florida Faeusaiu have b«n i?f£.aetlJ(d U; 
promote vrargairunt in the local area Canaan 
Brit TtkMium, t-'v Brivud Game Pliycn Chib; 
7619 D*vie Rnad Bui. Hotlyw«yj, FL. (3051 
5375113_ 

Need quedaoru anstvered ooeeemutf 1VU (ante 

p»ay buciidcnd Bill Ttwmron, 70S I NW 169b 
* . Ape. u*; plaewtisn. FL 33513. (3GJ> 
387-3313. 


Prefer nf in Allanla area Tech student FP, Gl. 
CM, GSL, AF. SST. Fletlbk SteVf EcUiart. 
Georfia Tech, Boi 33558, AeIuili, 0A 301332. 
875-7283__ 

FtTajiy gamer or nunumrei Phfn TRC. LUFT. 
AREA Ralcd. Michael Jay Kelly, 140 Enienada. 
CarpeJEtfrvUle, tL 6Ql 10_ 

AREA 1530 Pnn Nc* lo phm, leeks opponems 
for fini game Will pl*y PB., PL. AIW, AX, 
W'iP, RW. AH. honor or your ay Hem TcnP 
RibhHki. IE . 46 LB 34 Keystone, CtiKUfD, IL 
60630 


Wanted ftf idol" opponents in Jodie* ares J prefer 
TRC. FE. AOC.A2, BB, CAI. and AX. Jules 
wcjttedKiunki- 1173 Clare, Ave., Johci, IL 
m*is. 16131 7;;. I rn _ 

Oppjncnl *aM6d. Iir ot p&m 3R. SL Series. BB. 
JUT. PS. PL. WSJM. VJT-, FP, TRC. FT. 

MID, and morel Organizing; nuIn player pbm 
FT. TUT: MEGM! Paul C WanJun^Bo, R T . 
3055 tamclate fti)., Apt 306. Wooduruk, IL 
6009*. <AI5> 336-S97R. ___ 

Pbm or fit AREA 1400 AL. CAE. CL, COf. 
COD, Gl, SL, SST, 3R, SUB. WS&IM JiH 
Mtifor. 1726E. 304 St., *p &. Ankewn, IN 
46013, 11171 6446593 

Aduli (26> raied t5© Prov Krti AREA ««» 
neius. in Was. VITP. MED. RW. LW. DIP. 
Own BB. WAT. 1'B, BIS. WSIM. OR. KM, 
DUNE alia Tim Butd. 1*03 S E. Finr Si. 
Evansville. IN 477]|, <6i3l *35-3663. 

Ftf opponent's wanted for FP. SL, PB, PL. AIW 
araJ other games AtvJ war'll (hadufii phffl H EU- 
at Fb Steve McNeil, 2013 Shu* Avenue, 
Grisrom A.F.B., EN 46971. EM 7? M9-7363. 
Mature oppiineiur wanted for FF. UF. Ft. VG i 

Civil War, GSL. and others. Ftf only. David R. 
Ericksoa, 4010 Lakeside 1 Marne, fowa Cily, EA 
52240, (33ff| 337-75B3_ 

Pbm opponent! wanted For AX, CH, TRC. BL, 
WAT Aim anyone ew Were fnt pMn Guadal¬ 
canal? AREA raurg uppliod for. All letters 
aniwrrod Stephen Oliver. 177 Mteli Sired. 
ThunftaHoe. ME 0**61 ■ 

TTra Balljrrvrrt; C«Jtid Gamer* OMh I* mre r^n 
for membership. Contact Larry Bertel, Jr., 
7641-2139 or John Bm-eiJe W-9166. 
Despe™4iy reeltiiig opponenls for Victory 
Games' Civil WariaBahimore'.AnnapolisarEa 
Jamen Shumcs, .7 ICC Abdl Ave . BalUnrtfe. MD 
21215, 1501) *39 326*. 

Do you enjoy ftf DIP. TT. Cl V. RB? *mt l« 
free sample of Polite sir, monthly nrwsletler of 
WitliingJIWi Aiea Rehhue el I.TaciUy J Highly 
Oeganued Gamesters Ken Feel, *706 Flfit 
Ave., JT-2. Silver Spring, MD 20910. fXHJ 
W5-Z7W.___ 

Adult gamer seeks pheii opponem* Efpeeially 
mieresled in SL & COE. Have sy item if you 
dwi’t. Willalt6play BB d l. TRC and AK Don 
Thaiclwf. 167 Opal An , weiunthsict. MD 
21137, flOl) 876-7762. 


Opponents wanted in the Newer*. Heaih, Ohio 
area Pbrn or ftf. Elaled preferred but rut neces 
nr} Own many AH fames. Michael E. Brown. 
13fl Haeken Ave., S AoteMre. MA 0270(5. 
16171 399-7332. 


23-yur ntd gamer wuhes ftOpbrn raied}non-rated 
play in many gamei Effmcially 3R, TRC, SL 
and Gl Will play and learn many game*, AIL 
Letters answered. Todd Bredy, 16191 Thcttnin. 
Alfen Park, ME 4SL01,928^8223. 

Adult novice wargamer seeks ftf opponee* avail ■ 
abk Sundayi VG' > Parucr Command and The 
Civil War Michael FirTH«w, 743 RodernCh. 
BfigMcn. Ml 48116, Ql3) 994-1855. 

Flm cjTKioent warned for AAOC, Cvpem vayiayir 
fOtffUUL. Vp|. LB. N6. 3|. I have phm jy*- 
tem. Write even if you don't own ihe vaHahi 
Jeremy Xuluhec* 5334 Par* Ave.. S , 
Mfoftttpe-ni. MN 55417. f612) BS2-7607. 

Two AREA riled garnet of 3R warned. Switch 
bdtl 2lid game. Have syslem for pbm. Harold 
McF*erwe. 4 Wood Daki Omt. 5l Prttn, MG 
63376, 1314) 283-ilOd. _ 

A dull gamer wilt phm or ftf, W*F, PL or DIP 
I'm a ntyvke bul play lennuily Fit Lewi*, 236 
Oa* Fau Cl., St. Leui'. MD 63011, *3141 
394,9353._ 

Jereey Wergaiticti hfoct lirei and Ihird Frida) i. 
first and third Sundays each morwh, For info. 
Days Bob Wielgu* 1717,1 992-5135. Evemogs 
Bob Hahn. $96 B TOO knife Place. Cranford. NJ 
07QI6. <H>U S76-3J.5S_ 

AREA adull seek* pbrh AK, FB, SL, STALand 
WAT Mtchael Uwm, 3(B-41|Ji Slroci. Unxm 
City, NJ 07087, f20l] 867,7261_ 

Eapenenced sdu.i gamer teek* fif oppunrhll for 
maal Avalon Hill wrargamrs Dm Csjletoei, 1 
Madeion FI . Albany. NY 127CJ. 449-3271 
AREA 1200 (provj rated seeks Russian pbm 
apponew for Campaign game ef TRC, Am nrw 
lo pbm system Pteane send initial set up. F rank 
Rlk] igor-. 133 So. Main Ave.. Albuty, NY 
12208. _ 

Msaufe Ift-yr+T I*d AREA gamer leeking ftf 
apponenn far SI. seritf. JR 46d MR Need nut 
be AREA. WillCDDiiderpbm. Marc Fg 474 rilii. 
5 Alhwoud Drive. Blurc.i. NY 10913. r9l4i 

53943M __ 

Adult fttki fmgndJy commuted pbm TRC. VC's 
NATO, SST; other ncle- at 10 eonildertsl. SCtAl 
C. Rogan. I3L4-46 Smilhacwn Ave , Bohemia, 
NY 11716_ 

Verified A REA hutkt seeks same for pbm PL, 
CGI. Will m up to I CD mile*, wth answer all 
responses promptly Kevin W Rauusff, 712 W 
Wmtr. Elmira, NY 14905_ 

AduJl garnet seeks ftf in VFTP, SL. SOA. fit AL. 
Will fry FT, AOC.CAE, CIV P, J. O'Neill. X 
Suniei Tiff., Highland Midi, NY 10930,19141 
921-9134._ 

AIW. DD. DIP. TRC, SL, 3R. 22-yrold gamer 
leeki ftf player Ia|ij> kJCk Tftnui Cajifoll, 730 
Belmcrc Ave.. Eilip Ten ace, NY 11752 
Ntwice 12-year OM *«** FF opponent with 
iMTular age and skill m the New Rochelle area 
Thoma* Baiter. 28S CliYItoil A-C . New 
Rochelle. NY iWl, c9i4f 632-2702_ 

L need cpponenls fee AF, SL letlci. HW. JR. 
TLD. FE. TB. UF »»d many oahert t live in 
Nuremberg area PFC Tcdd Sipe, 69th Cml Co.. 
A.P.O.. SY, NY 09068. _ 

Adult gamer AREA I 300 seeks pbm cpponenLi 
fDT STAL, DD. BB'81. BB'66. AK and WAT 
Gilbcri L Budd. Wf Fen Creek £*.. WetMzer, 
N¥ 14580, {716)671.7069, 


Adult f21 + f fif opponents warned by four adult 
gamers 473-34* AK, IIS, CL, DD. MD, NW, 

F6, FL. Rw, SL. STAL. vnfpand was, Ron 
Diete, IJ1J Concord Asp., S.W., Crew, OH 
44710, (216] 455.7914 __ 

Squad leaders aitentiofl' NW play St. ihru Gl 
m 1:72 Kale immature*. Over 200 AFV*. 
Enendiy game* beginner* no GENEK4L* Bill 
Owen, 4903 NW. Smith, Lawton, OK 73505, 
(403) 357-0531, ___ 

Former active member of old Guard wiihea to 
rrtilrn lb fohl. Dealt* STAL, pbm opponcls. 
Former AREA Rating being verified Either *rfe, 
AREA or do* Rick Moyer, 1805 Eckard Ave.. 
AbWlgteai. PA 19001. _ 

Adult novice gamer want! opponents for 3R, 
TRC, BIS. DIP and SUB Lee A Kcndccr. Jr., 
264 Spruce Cl,. Uentaiem. FA I9P20. iZIJr 
245.1679._ 

The Fjnperor wiihea to ft( anyone in NAfl. SON. 
W Jtp or aoy other Napoleonic game. Tom Se, 
mun. 4jo B«i|i Ave . puttbutth, FA 1321L, 
{4121481.5357.__ 

Adult nowiee. 27. seek* pbnvfir 8L. FB. BR. 
LRT, UF. CHESS, DIF Willing to team new 
ones Roland Mom,*. 200 E Schuylkill Rd , « 
G-5- Fawowrt. FA I94&4_ 

ScTiout adult wargamen wuiledin Slate College 
Ceenre County regton (et ftf play of mun AH 
gjarnm MikeBropby,9|4UntvetsiiyDr,.Seme 
College, PA 16803, f814? 2 38 5259._ 

Twelve.year old wl< pbm gune for TRC. Fbm 
only Robert CroasdaJc. 315 Bench SLreel. 
M&rtiH9wn. TN 37115. tftl3i 5fe3737 
Fbm POG. TLD. 6Ui Fid. NATO. Vwanaan, 
Gulf Sirik*, FE, BR, GOA. PK, Ail, AOC 
Duane Calc*, Coach Apts., Apt 2L, 621 River. 
*ufe. Humavilfe. TK T754Q_ 

Reliable adult seeks non-riled pbm fur Bi'SI 
With adull gamer Ricard» CrVaan, 19IS Edge- 
wocd. Tylcr. TX 75701, gMi 5934706 

Opptmcnte warned: VA-'DC area for, fif of SL, 
SOA, hk, FF, DD. SUB. 1 funutfi te*,fre.r*h 
Rolfe L. Hillman Dl. Api 106, Adarru Houie, 
2fH6 Nunb Adihi* Stree*. Arimfioh. VA ^;lii , 
524.5231 (Home), 321-2910 rCrfficel. 

16-year old gnod player seeks ^ipponeiM* 10 play 
FP, SL, COL COD. Gl, WSIM in Chariutiiville 
area. John Holloway. Re. 664. B«k 147. 
Earlysville, VA 22936, [80*h 973-1222 
Ekpcemnced gamer vfeki fif for FE, AIW. NAB. 
TRC wd otherf. 24-years old Ate* Medeito*. 
11714 237th Are.. Cl. E, Benney Lake, WA 
98321. 897-8234.__ 

Phm opponents for W.. PB non .rued preferred. 
Dave Fauncc. 64-A Sullivan PI Bremerton, WA 
Mjjj, UiKii 377-2334__ 

.Adult ml! fif oppeocnti for SL. COE. COD, 
Tft, FF, Gl, SWIM, SO* many other* A J 
Burton HS h , irsCG Support Center, 1519 
Alaska* Wj> 5 Mcdn'al. ScaHlr. Wry gsiJ4 
Lpaking for gamer* ftf all garnet In AllisiorW 
Bawl area Flrefe call or *wt Guy Blemihg*. 
aa General Driivcry, Evcren, Gnu no, CanmU 
LOM E5Q; |703l 435-3 H»._ 

Gpponems warned for mulu-pteycr pbm TLD. 
Will tend info bo all interested. Alia fif TLD, 
FT. AF. TRC and SL Stere Ffotrewaki. 22 
Munej Are-. Kitchener. OST Canada N2H 
1X2. (519) 742-5335. 


COLLECTOR'S CORNER 


Luge ceJIectio" of waagame* for lale AK. AL, 
KM. MA, RW, TRC. Send SAS1. Ptril Coored. 
527 I4(h Street. Mrehuiu B*Kh. CA 90266, 
nm 545-1974_ 

For Sate, imnc CE SS. 1914, Guadalcanal, oui- 
of-print wargamei and mag u ire i includipg 
CEWEfULi Send SI 00 ''refundableI and SA8E 
fof multi-page In* to: W*|ly William^ St . 6H 
SB Ju Ave.. Gainesville, FL 32601, |9C4) 
373-3176._ 

Fee Sale many AH games. All gune* in good 
Id racellenl condiltnn Send 5AS E or caJI after 
S F M TtMtek*. Alan Pieman. 7*0 Sama Fe. 
Onnood Beach, FL 32074, f904j 677-66IT 
Atsaio‘69 eaceJlem SI 9; I *4 ' Waterloo eaceHem 
812; Mini Mr PmidcM. 839. SASE get* 
luarmort TuTKuhy J stidJOH. 4S Coum»y 
Manor, Oriand Park, IL 60462, (31 Zj 161,2999. 
For Sale. 3®-r games, books, and tnagume* 
Many oul-cfpnnl Alf and coHecfor'i items 
Send large SASE for lirt. Guutgc McHugh. 7313 
Flower Avenue Tatofm park, MD IWl 2.(3011 
im2ftS6.__ 

For Sale a* Tr*de Urge wargwae eolieencfl 
Licit of. prim AH title* and collertor's iiem* 
Some dcvet played. Send SASE for 11*1. Steve 

Amid**. >0t Leeuw fl , Hamnwrewi, HI OjOBT; 

For Salt Old GE'iEJtAU. e-UkaiorT item* and 
Avalon HlIL game*. Long list of iiema available. 
Send SASE for lift. Mike Stephen*. 2 Deunond 
Rite,. Sield^.llfe,_W.MMLl _ 

For Sale or Trad*. 1914 gam* Id very givid Hfi- 
d*PWI. MQ Hopper. *916 Cauleeon Dr.. Fair- 
fieht, OH 45014, 15 3 31 B67-KB74_ 

L*4ving lk)hby, terej SASE for hit of AH 
product*, low price* Michael Eckhul, RD 1. 
Bo* 269. Grrmjni-.il Ic. FA 18053, r2lij 
767-1759._ 

Fe* Sale large col Icalhon Avalon Hill game* and 
magvJiftfci. many out-of-pnm Good ro excel lent 
rend limn rrosi ucplayed. AJt mutt go al once 
Srrfowi often only Minluel MarthaJL 350 
Rryim Rd., Ape D-27, Spanantaurg, SC 29303, 
(8Q3j 591-0472. __ 

Selling many TAHGC game*, moreou* of>pnm 
Send SASE for price* KJiai Tatfema, 3000 
Mary Lane. DietfoMwi. TX 77559, f7i3l 
HT-AMa,_ 

Very large Hit Of uul -ol-prirt war, m-fi arid 
faimaiy game* for ftte. SASE Ron D<R««. 
1536 Hilitead Ave., Norfolk. VA 21502 
Amoficre Gawn mre> game* fi>c **)e at 
Canadtan price*. All mini condition. Send for 
Lid Stephen I Zirum. 207 Bernard Drive. 
N.W .Calgary, Afl. CANADA T3K2B6. |403) 
2754W11. _ 

for Sale. GLAD, old GE-VCRdla rod mere 
Send 5 L .CO for postage Very large catalog of 
gune* M Bam, P O Bo* 619. SmC. Townw, 
GNT MAJ 3R9._ 

l^rge eblfeeixte of grew for tate Irehrie* lore 
of ouiof-prini AH rruaenal Write for a free copy 
of my Latest list Antfrew Webber. P □. Bon 98. 
Suuoa ”D". Totmilo, Ddutho, Canada M6F 
3J5. (416j 7674425 


The "Opponents Wanted" adv^r* 
tisements on this page are intended 
OS it service to the readership of this 
periodical This service wi'tt continue 
SO tong as certain editorial policies 
are adhered to strictly. The editors of 
The GENERAL reserve fhc right to 
excise any part of or an dntt'n? adver¬ 
tisement should these not be followed. 

Want-ads will he accepted only 
when pntiled on the appropriate form 
or a reasonable focsimtSe. Such must 
be accompanied by the appropriate 
fee . This may joke the form Of uftrarre 
Celled US passage I note that foreign 
postage is not acceptable, ,V(> refunds 
of this fee will be made, even should 
(he ad not be printed due to failure 
to conform to our policies. 

Please print or type fhe ad copy, if 
the ad is not legible, it wilt not be 
printed, loo, no ad dealing with 
products of Other manufacturers will 
be printed and my mention of such 
will be excised. Ads are accepted for 
a single priming only. Should the 
reader desire that a specific ad enjoy 
a multiple printing , a separate num¬ 
ber of copies equal to the number of 
times the ad is to be run must be 
submitted—although only one total 
payment need be included to cowr the 
printings , 

All material in The GENERAL ts 
protected by copyright and reproduc¬ 
tion with intent to sell for strictly for¬ 
bidden . Advertisers may sell photo¬ 
copies of particular articles from 
SOLO OUT bock issues NO LATER 
in stock (for a listing of those issues 
Still in Stock, consult the back issue 
Section at the bottom of this page*, 
provided that they charge no more for 
this service (ban their own expenses . 
Anyone offering such copies for U 
profit or distributing copies of back 
tstars still available will be in viola¬ 
tion of fftp copyright fit Hr'J of the 
United States. 

Finally, due to the pressure of var¬ 
ious deadlines, often advertisements 
submitted weeks before an issue ap¬ 
pears will not be printed in that is¬ 
sue. Please he patient, such will be 
printed in the immediately following 
issue. Please da not specify a partic¬ 
ular issue for an ad to appear; such 
requests cannot be honored. 



GENERAL BACK ISSUES 



Only the following GENERAL back issues arc siill available. Price is £3.QQ pet issue plus IDS postage 
anal handling; charges QQ% E0 Canada, 30 % overseas). Maryland residents please add 5% slate sales 
tax, GEA r E7i>tiL postage coupons may nol be used for this or other non-game orders. Due 10 ihe low quan¬ 
tities of some back issues we fcquesi ihai you specify alienate selections should your first choice be 
unavailable Below is a listing of each issue by subject matter: game abbreviations, are italicized and found 
in ihe Opponents Wanted ad insert in this issue and article lypes are identified as follows: H—Historical 
Background, DN—Designer’s Notes, V—Variant, 5ft—Series Replay (sample game), S—Strategy, 
Q—Questions, ft—PBM (postal) system, Sc-5cenarios. A—Analysis. The Largest (feature) articles are 
always the first orves listed in each issue. Those issue numbers printed in red indicate one color reprints 
□f previously out-of-prim issues. 



140: AlW—H . DN, S. Q; TRC— S; 3R~ S; STAL- SR: IVdS-V; PB-Sc 
14-3 1 SL-H, A. DN, Q; WSA1M-A, TRC—S, MD-S, SST-S. 3R -S 

16-1: .42—Sc, S, DNl JR— S; NP-5; PS-5Ri 7 770—5; DfP-S 
lb-2: BIS- A. Sc. H, DN. Q, RB-SK, AJC-S; 1776-5. WS&IM-S 

16-4: MR- A, V, DN, Ql CO/-S; 7PC-SR 

16- 5: TRC —Si SUB-Hc: SST-S: WAS— 5: PB-\; RB-V; NAP-S, COD-Q 
164: DUNE—A; DtP-V. OS-V: AZ— DN, Sc, SR: PB-A, ftBM 

17- 1: l+'tfiP-A, DN, V, Q; 3R- S; COI-S ; MD^V; COD—A. AJtt-V; LW'-S: IftAS-SR 

17-3: Jtt-S: COD-S. Q: AF- A, DN: TRC—V; VT7T-V- COT -SR 

17-4: FE-S. P. DN, V; MD-V, Q; CQ/-5R; VITP— S: /776-Sc: WO-A. SST-V- NAP -S 

17-5: CAf-S, V, Q; Kl^-V; SL-V, STAL-V, PL-S; 3R- S. SR; CAP-V; Of-S MR-S 

17- 4; STAt-S; WSA1M-V. Sc; IE4S-V; JP-SR; SL- S; TLD—Q; CL— S; EJ7P-S; TTiC-S 

18- 1: FfTW- A, Q; BIS-S: SL—S; DUNE— V; DIP— S; ^A-A; PB- SR; AL— S; W'dP-S 
18-2: AF —A r Sc. Q; AK—V, JR- DN: TB-V\ SL- S, Sc; AfW-V, K/7P-S; DIP- S; DD-S 

18-32 GOA— S, DN. V, Q; AOC—V. Sc; Atf—S; ft/TT-V; 5L-S, Sc; WS&M-S ft, P; DIPS 

18-4: CTL-H. V, A, Q; 5L-Sc, A: Lit'—V; ifiP-SR; AOC-S. P; FES. PP4S-S; AK-S 
10-5; JR- S, A, v, DN, Q; SL—S, A, Sc; 7PC-V; TB-V, RW-V ; CD- A; DUNE —V 

18- 6: PT—A, Sc, V, DN; VITP— V, Q; MD— S, Q; SOW-A. Q; SUBSc. BL—V 

19- 1: SOA-A, V, DN, SR, Q; TLD—A, Q; SRS , Q: DHTj^-DN; TO-A 

19-2: flff-H. Sc. S, DN; TLD—A, Q; SL—\: JR- S; JOA-SR 

19-3: GSL —A, Sc, V, SR, Q; DIP-A: RW- Sc; C£-V; 1776Sc. LRT-\. Q, SL -A 

19-4: CD—A. V, DN; CW-V; DTP-A; GL-V, AL—V; 77?-Sc; It'd—Sc; 5iA; SRS, Q 
19-5; SON—A, 5. H, Q; HAP-S. Q; DIP— A ; lfA7-V; WS&IM-Sc; SL— A 

19- 6: ftTTP—PBM, SR; JP—V,Q; DIP—A: FT— V; BfS— V; NW- A; SL —A, Sc; SOS-V, Sc 

20- 1: Gl— S, A. DN, V, Q; VITPSR 

20-2: TT—A, DN. S, Q; MR-V, LRH—A: SL-Sc; W&P-V ; GOAS, Q; DTP-A; PL-V 
26-3; Pft££J-S. V, Sc, Q; PP-A; 1776- Sc; DltTtf—S, V, Q; DIP- A; COW-V. S 

20-4: FUGS, A, 0; SST—ftBM, V; AW—A. DUNE— PBM; DTP-A; SL—DN, A, Q; BL— S; KM-V 

20-5: 21ft—SR, S. H. Q; LPT—S; DIP- A; GSLSc; GE- A; PESETA/—Sc; SON-Q 

20- 6: fl /7-A, V. SR. Q; AF— V; LW^-S; DL-S; PC-S; DfP-A: MD— S; M-SR; OOA-Sc; SL 

-A; PL-Q 

21- 1: CP-S, A, SR. DN, Q; SOAS, Gl—H. S, 77JC-S; DD-S 

21-2: NAB- DN; H'iP-S. A, Q: NAP- S, Q; DTP—A; FT?—S; FE— S; SR— S; BFIS, 1776 
—S; SL-A 

21-3: PP-S, SR, Q; 3ft-S; SL-A, H; SOJN— V; DTP—A; PftfD-S; PF-S, Q; SST-S; TLD 
—S; PL-Sc; T776-Q; SOA-Q 

21-4: PGG—5, SR; PB— A: SR— S; TECS, V. Q; DTP-A; STAL-V, S . SL—Sc; Pft-Q 

21-5: MW— S + V. A; Mft-S, Q; Oft-A; DTP-A; Jfl— A; RB-S , CON-V; Cfft-5; SL-A 

21- 6: PP-H, V, SR; AlWS. Sc; BL-V■ TAC-V , Q; ST^A; PA-Q 

22- 1: PdA-A, Si Q; TB—A, V; DIVLK—DN; JR-V; GSL— PBM; DTP-A; AOC-S; »MS-S, Q; AK- 

V; CIV— S; Jft—S, Q 


































































































The GENERAL 



BANZAI $12,00 

Tactical Warfare in the Southwest 
Pacific, 1941-45 
INSTRUCTIONS: 

Rate each category by placing a number 
ranging from t through 9 in the appropriate 
space to the right (1 equating '"excellent": 
5, "average": 9, "terrible"!. EXCEPTION: 
Rate items 7a and 7b in terms of minutes 
necessary to play the game, in ten-minute 
increments. I Exam pie: If you've found it 
takes two and a half hours to play the basic 
scenario of FRANCE 1940, enter "1 5" for 
category 7a,) For on explanation of the 
categories, refer to the AH Philosophy of 
Vol. 19„ No. 4, Sub-categories are indicated 
by italics. Enter ratings only for those 
categories relevant to the game in question. 
Note that AH's ratings for Complexity and 
Year of Publishing have been provided; do 
not rate these categories. 

1. Overall Value __ 

2. Components __ 

2a. Mgpboard _____ 

2 b, Court fers _ 

2q, Player's Aids 

3. Complexity ^ 

3b. Complexity _ 

4. Completeness of Rules 

5. Playability __ 

5s, Excitement Level __ 

5b. P/ay Balance __ 

6. Authenticity __ 

7. Game Length _ 

7 b. Basic/Shortas t _ 

7 b. A dvanced/L onges t 

0. Year of Publication 


1984 


WHAT HAVE YOU BEEN 
PLAYING? 

Top ten lists are seemingly always in vogue these days. Whether the 
subject is books on the Best Seller List, television's Nielsen ratings, or 
even games, the public never seems to tire of seeing how their individual 
favorites stack up numerically against the competition. Our preoccupa¬ 
tion with this national pastime is almost akin to rooting the home team 
on to victory every Sunday. So to further cater to your whims (and to 
satisfy our own curiosity) we unveil The GENERAL 's version of the gamer's 
TOP TEN. 

We won't ask you to objectively rate any game. That sort of thing is 
already done in these pages and elsewhere. Instead, we ask that you merely 
list the three (or less) games which you've spent the most time with since 
you received your last issue of The GENERAL, With this we can generate 
a consensus list of what's being bought. The degree of correlation between 
the Best Selling Lists and the Most Played List should prove interesting. 

Feel free to list any game regardless of manufacturer. There will be a 
built-in bias to the survey because you all play our games to some extent 
but it should be no more prevalent than similar projects undertaken by 
other magazines with a special interest-based circulation. The amount to 
which this bias affects the final outcome will be left to the individual's 
discretion. 

The games Fve spent the most time playing during the past two months 
are: 


L 


2 . 

3 . 


Opponent Wanted 50C 

1. Want-ads will be accepted only when printed on this form or a facsimile and must be accompanied 
by a 50c token fee. No refunds Payment may be made in uncanccllcd U.5 postage stamps. 

2. For Sale, Trade, or Wanted To Buy ads will be accepted only when dealing with collector's iienvs 
i The Avalon Hill Game Company's out of print games l and are accompanied by a $1.00 token fee. 
No refund*. 

3. Insert copy on lines provided {25 words maximum) and prim name, address, and phone number on 
the appropriate tines. 

4. Please PRFNT. If your ad is illegible, it will not be primed. 

5. So that as many ads as possible can be primed within our limited space, we request that you use 
official stale and game abb re vial ions. Don't list your entire collection, list only those you are most 
interested in locating opponents for, 

Afrika Korps—AK. Air Force—AF. Alexander—At. Alpha Omega—AO, Amobea Wars—AW. 
Anzio—AZ. Arab-Israeli Wars—AlW, Assault On Crete—AOC, Bismarck—BIS. Blitzkreig—BL. 
Bailie Of The Bulge—BB. Bull Run BR. Caesar Alesia—CAE, Caesar's Legions—CL, 
ChancellorsviEle—CH, Circus Maximus—CM. Civilization—CIV. Conquistador—CON. 
Cross Of iron—COL Crescendo Of Doom—COD, Dauntless—DL, D-Day—DD. Diplomacy—DIP. 
Down With The King— DWTK. Dragonhunt—DH. Firepower—FP. Flat Top—FT, Fortress 
Europa— FE. France 40—FR, Frederick Lhe Great—FRED. Freedom in the Galaxy—FtTG, 
Fury In The West—FtTW, Gettysburg—GE, G.I.: Anvil of Victory—Gl, Gladiator—GL, 
Guns Of August—GOA, Gunslinger—GSL, Hiller's War—HW. Jutland— JU, Kingmaker— KM, 
Legend of Robin Hood—LRH, The Longest Day—TLD, Little Round Top—LRT, Luftwaffe—LW, 
Macbiavelli—MA. Magic Realm—MR. Midway—MD. Napoleon—NP, Napoleon at Bay-NAB, 
Naval War—NW, Origins—OR. Outdoor Survival—0$, PanzerArmee Afrika—PAA, 
PanzerWitz—PB, PanzerGmppe Guderian—PGG. Panzerkrieg—PK, Panzer Leader—FL, Rail Baron— RB, 
Richthofen's War—RW, The Russian Campaign—TRC. Squad Leader—SL. Stalingrad—STAL. 
Starship Troopers—SST. Storm Over Arnhem—SOA, Struggle of Nations—SON, Submarine—SUB. 
Tactics Jl—TAC. Third Reich— ^R. Titan—TT. Tobruk— TB, Trireme—TR. Up Front—UF, Victory 
In The Pacific—VJTP, War and Peace—W&P. War At Sea—WAS, Waterloo—WAT, Wizard's 
Quest—WQ. Wooden Ships & Iron Mcn-WSJM 


CONTEST #126 

To enter, please list the target, type and number of aircraft, and altitude 
from which they are attacking. Winners will be those who allocate their 
aircraft attacks in such a manner as to guarantee the greatest point total 
for the Japanese. 

Target Attacking Aircraft Altitude 


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The GENERAL 



For over twenty years, the AH GENERAL has set the standard for magazines devoted to the challenging hobby of wargaming. And the oldest 
professional wargaming magazine is still the best value for the wargamer’s dollar with the least expensive subscription rate to be found in the 
hobby. Every bi-monthly issue is packed with articles on the strategy, tactics and variations of AH games. Written by the AH staff and by fellow 
hobbyists who are enthusiastic experts on the games, the articles are usually thought-provoking, occasionally controversial, and always enjoyable. 
Graced with the best of graphics, each 48-page issue is full-color and blessed with numerous maps and charts to highlight the information the 
authors present. 

Judging by responses to regular surveys of the readership—conducted in a continuous effort to bring them what they want—the many “extras" 
found within the pages of The GENERAL are as important as the articles. For the past year. Vie Victory Insider has brought our readers similar 
high-quality and informative articles on the products of Victory Games as a bonus insert. Many issues have Series Replays, movc-by-move re¬ 
creations of one of AH's games by expert players with neutral commentary on their efforts by the designer or developer. New product announce¬ 
ments, game strategy contests, historical background pieces, discount coupons, information on conventions and other doings within the wargam¬ 
ing hobby world—all are found in these pages; and all have but one intention: to increase the pleasure for those who play AH's fine line of games. 

So, if you know of someone who hopes to make wargaming a hobby that they will enjoy for the rest of their life—all the challenge and color 
of the fascinating hobby of wargaming—you can't go wrong by giving them a subscription of The GENERAL. Even if that person happens 
to be yourself! And you can't beat the price: a two-year subscription represents a 50% saving over the newsstand cover price. (Ah * . . but if 
you are not quite convinced that this is for you, try ordering a sample issue—only $3,00, We're sure that one look is all you'll need to understand 
the pride we take in The GENERAL, individual copies may be ordered direct from The Avalon Hill Game Company at the address below.) 


FREE GAMES FOR LIFE 

To express our thanks to our subscribers. The Avalon Hill Game Company is sponsoring a "GENERAL Subscriber's Sweepstakes". By enter¬ 
ing a two-year subeription for yourself or another, those reading this ad are entitled to fill out the form below (enclose it with your subscription 
payment). This places your/their name in the drawing for prizes guaranteed to excite any wargamer. The Grand Prize winner will be sent—free 
for the rest of his life-—a copy of every new AH game published! Second prize will be a free life-time extension to the current GENERAL subscrip¬ 
tion; third prize will be a free copy of every game published by AH during 1986, The drawing will be held at ORIGINS '86 in Los Angeles 
at a time and place to be announced in the convention program. 


OK, I'm convinced. Please enter a two-year subscription to The 
GENERAL in the following name: 

Name:_____„ 

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City/State/Zip: _ 

Count r y:___ 

□ New Subscription □ Renewal 
Please Indicate Method of Payment ($18.00): 

D Check □ Money Order □ Charge 

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(Please note that US subscriptions are Postage Free. Canadian and 
Mexican subscribers must add SI8.00 to the above price; overseas sub¬ 
scribers must add $24,00. Thank you.) 


SWEEPSTAKES 

YES, I would like to have a chance at a lifetime of wargaming 
pleasure. The two-year subscription to The GENERAL proves that I 
am a serious student of military simulations. Please enter my name 
in The Avalon Hill Game Company's "GENERAL Subscribers' 
Sweepstakes" drawing at ORIGINS '86 and notify me if I should win. 

Name:_____ 

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Phone:____ 

In the event of my winning one of the top three prizes in this sweep- 
stakes, I give permission for The Avalon Hill Game Company to use 
my name in any and all press releases and advertising relating to this 
promotion. 

Signature:_ 

(This form will be invalid if submitted after June 198ft. The Avalon Hil] Game Company further 
reserves the right in reject any entry without prejudice. This drawing is not open to the employees 
or staff of The Avalon Hill Game Company nor of Victory Games. Inc-j 


Please send Subscription Forms and payment to 
The Avalon Hill Game Company, 

4517 Harford Road, Baltimore, Maryland 21214.